https://www.ufopaedia.org/api.php?action=feedcontributions&user=Drakalu&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T22:55:41ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Talk:Defense_(EU2012)&diff=40681Talk:Defense (EU2012)2012-10-31T19:46:14Z<p>Drakalu: </p>
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<div>I think this should be merged with Cover since Cover serves to increase a unit's defense and critical hits could go there as well since it's also related. [[User:Hobbes|Hobbes]] 10:50, 19 October 2012 (EDT)<br />
: I can see it staying here, but should definitly have cross links to things like Cover, Armors that increase defense, and abilities that increase defense (smoke grenade, TK Shield, etc) as well. ~ [[User:Drakalu|Drakalu]] 11:03, 19 October 2012 (EDT)<br />
: OK, now I see what you meant. I thought this page originally grew off of the Defense stat from the Soldier stat page instead of the Game Mechanics section. I still think it's a valid entry because there are multiple factors that increase a units' Defense stat. ~ [[User:Drakalu|Drakalu]] 11:32, 19 October 2012 (EDT)<br />
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:: Is it not the other way around, Hobbes? Cover is one of the ways to increase Defence. We also have something similar in the High/Low Ground mechanic. --[[User:Kokkan|Kokkan]] 11:46, 19 October 2012 (EDT)<br />
::: Kokkan, that's what I meant above. But now that I think about it, this info should go on 2 locations: a page dealing with Soldier Stats, listing all the different modifiers for all the stats and a page/section for the Gameplay Mecanics explaining how cover/defense works. [[User:Hobbes|Hobbes]] 11:51, 19 October 2012 (EDT)<br />
: ''"Not being in cover against a shot increases critical hit chance of said shot by 50% (standing in the open or being flanked)"'' - Correct me if I'm wrong, but being in the open does not provide any defense bonus or bonus to crit. Only being flanked, basically having your back against a wall, provides the bonus to crit. ~ [[User:Drakalu|Drakalu]] 20:07, 25 October 2012 (EDT)<br />
:: Agree, that description is incorrect. You only get bonus crit for a flank. Feel free to correct errors like this.--[[User:Kokkan|Kokkan]] 02:55, 26 October 2012 (EDT)<br />
:::You get a bonus of +50% to critical chance for the "Enemy Exposed" debuff, which seems to occur when a unit is not behind cover. It doesn't provide any defense penalty, likely because there's no need to with the fact that it's out of cover and suffering a +50% crit chance.<br />
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:::I can understand how this could've been missed, as the only units the AI REGULARLY seems to move around in the open when cover is available are terrorists, IE Cyberdisc, Sectopod, and Chryssalid, all of which have -60% crit chance from Hardened, which more than negates the +50 from being exposed.<br />
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:::I can provide screenshots of this debuff in-game if desired. [[User:Arrow Quivershaft|Arrow Quivershaft]] 07:10, 28 October 2012 (EDT)<br />
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Added additional information on countering Defense bonuses including increasing Aim, using explosives, and abilities. I feel like it is missing a few things even though I tried to be as thorough as possible and pull information from several pages/sources. ~ [[User:Drakalu|Drakalu]] 15:46, 31 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Defense_(EU2012)&diff=40680Defense (EU2012)2012-10-31T19:44:09Z<p>Drakalu: bonuses for height and additional information on countering Defense bonuses</p>
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<div>Defense reduces the chance of being hit. Each point of Defense reduces the chance to be hit by 1%. In addition, using Suppression to reduce an enemy's chance to hit indirectly increases defense. Some aliens have innate Defense bonuses. <br />
<br />
<br />
= Sources of Defense =<br />
Defense comes from armor, smoke grenades, altitude, [[Cover (EU2012)|cover]], and abilities.<br />
<br />
== Cover ==<br />
*Low Cover: +20 <br />
*High Cover: +40 <br />
<br />
== Abilities ==<br />
*Hunker Down (all): Doubles cover bonus, but reduces sight range.<br />
*Tactical Sense (Assault): +5 per enemy in sight (max +20). <br />
*Damn Good Ground (Sniper): +10 vs targets on lower elevation (in addition to normal bonuses).<br />
*Low Profile (Sniper): Low cover counts as high cover.<br />
** Works only for stationary cover and does not work with low cover bonus provided by the Evasion ability of the Archangel Armor.<br />
*Smoke Grenade (Support): +20 to all units in area.<br />
** Dense Smoke: increases Smoke Grenade bonus to +40.<br />
*Telekinetic Field (Psionic): +40 to all units in a large area.<br />
*Enemy Defense (Alien): +10 to +40 depending on the species and difficulty.<br />
<br />
== Armor ==<br />
*[[Skeleton Suit (EU2012)|Skeleton Suit]]: +10<br />
*[[Ghost Armor (EU2012)|Ghost Armor]]: +20<br />
*[[Psi Armor (EU2012)|Psi Armor]]: +10<br />
<br />
== Notes ==<br />
* Defense provided from cover applies against shots coming from the frontal 180 degree area, a straight line that matches the direction the cover comes from. You can imagine whatever you are covering against extending forever to both sides.<br />
* There is no difference at which precise angle the shot comes, all that matters is whether it comes from the front of your line of cover or from behind it (where you are). As long as the shot comes from the other side from where you are, your cover defense bonus applies. If the attacker is on the same side of cover as you, you gain no defense bonus from the cover, and the attacker gains an additional bonus to critical hit because you are Flanked (see [[Flanking (EU2012)|Flanking]]).<br />
* Lacking cover (standing in the open or being flanked) provides no bonus or penalty to Defense. Aliens tend to prioritize uncovered targets in their line of sight. <br />
* Being behind scenery, behind another unit, etc. does not influence defense or decrease chance of being hit at all. In a situation when one can see the target, it does not matter if there are several scenery objects or other units in between (Sectopods, cars, debris, etc.) It only matters whether the target has an adjacent cover, and is not considered flanked.<br />
** You can always tell if you have low or full cover when moving based on the shield icon. When it's half filled-in that's low cover, and fully filled in means full cover. If there's no shield on a side, you don't have a line of cover in that direction.<br />
<br />
<br />
<br />
=Countering Defense Bonuses=<br />
Enemies with an innate natural defense in high cover are often very difficult, if not impossible to hit. There are several ways to improve your chances counter the defense bonus of a target. Increasing the Hit of the unit, removing the target's cover, or using an ability that ignores the target's cover <br />
<br />
==Bonuses to Hit==<br />
The simplest way to overcome Defense is to increase Aim/Hit. Soldiers automatically gain an increase in Aim for each rank they increase (See [[Soldiers (EU2012)|Soldiers]] page for details). Some equipment and abilities also increase Aim. When bringing new recruits along in battle with experienced soldiers, it is often helpful to equip them with these items to increase their chance of scoring a kit and getting experience for kills.<br />
<br />
*S.C.O.P.E.: +10<br />
*Light Plasma Rifle: +10<br />
*Holo-Targeting (Heavy): +10 to allies attack vs the same enemy.<br />
*Damn Good Ground (Sniper): +10, in addition to height bonus.<br />
*Executioner (Sniper): +10 vs targets with less than 50% health.<br />
*Height: +20, applies to all targets at a lower elevation.<br />
<br />
==Removing Cover==<br />
Using explosive weapons, ie Grenades and Rockets, is the main method of removing cover. Mid to late game when the aliens begin fielding stronger troops, grenades are unable to kill them in a single blast. The strength of grenades then becomes their ability to destroy the nearby environment and remove the target's cover bonus. Another possibility is using the [[Classes (EU2012)#Assault|Assault's]] Flush ability to force the enemy to leave it's cover and move to the open.<br />
<br />
==Attacks that Ignore Defense==<br />
These abilities do not use the standard Hit vs Defense mechanic and are best used against targets with a low chance of hit whether because of distance, high cover, or other reasons.<br />
<br />
*Suppression (Heavy, Support, some Aliens): Target is -30 Aim to all attacks until next turn, provides automatic reaction shot if target moves. <br />
** Danger Zone (Heavy): Suppression affects enemies within 2 squares of the target.<br />
** Mayhem (Heavy): Suppression attacks to do a small amount of damage.<br />
* Psionic Attacks: These abilities attack Will instead of Defense so they ignore innate defense bonuses, cover, and distance penalties.<br />
** Mind Fray: 5 Damage. Reduces the target's Aim (-25), Will, and Movement.<br />
* Explosives: Rockets and Grenades target a location, not a unit so their chance to hit is not affected by defense.<br />
<br />
<br />
<br />
= See also =<br />
*[[Classes (EU2012)|Classes]]<br />
*[[Cover (EU2012)|Cover]]<br />
*[[Armor (EU2012)|Armor]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=UFOs_(EU2012)&diff=40674UFOs (EU2012)2012-10-31T18:07:55Z<p>Drakalu: /* Large Scout */ updated salvage with values from recent mission</p>
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<div>The '''UFOs''' seen in the skies of ''[[EU (2012)|Enemy Unknown (2012)]]'' are yet to be identified. More information appearing here soon. Watch the skies!!!<br />
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<br />
<br />
==UFO Types==<br />
The UFOs deployed by the aliens range in size and the 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 UFO damage (both from the Interception and any damaged sustained from explosive weapons while on the ground). Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers).<br />
<br />
*Groups of alien troops refer to any alien other than outsiders, sectoid commanders and ethereals<br />
*Command aliens are outsiders, sectoid commanders or ethereals with muton elite guards. These will vary depending on whether you have assaulted the base or overseer UFO, respectively.<br />
<br />
===Small Scout===<br />
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.<br />
<br />
'''Complement'''<br />
* 2-3 groups of alien troops.<br />
* 1 command alien on the bridge<br />
<br />
'''Salvage'''<br />
* X - 72 Alien Alloys<br />
* X - 31 Elerium<br />
* 0 - 2 UFO Flight Computers<br />
* 0 - 1 UFO Power Sources<br />
<br />
===Large Scout===<br />
Can be handled by a default interceptor, with heavy damage sustained.<br />
<br />
'''Complement'''<br />
* 2 - 4 groups of alien troops.<br />
* 1 command group on the bridge<br />
<br />
'''Salvage'''<br />
* 120 - 172 Alien Alloys<br />
* 50 - 56 Elerium<br />
* 0 - 4 UFO Flight Computers<br />
* 0 - 2 UFO Power Sources<br />
<br />
===Overseer===<br />
This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built and will never appear again once it is shot down and assaulted. It has about the same size as a Large Scout but with a different inner design, consisting of a central bridge that can only be accessed through one door, unlike the disposition of the scout craft. <br />
<br />
'''Complement'''<br />
* 1 Ethereal and 2 Elite Mutons on the bridge.<br />
* ? groups of alien troops<br />
<br />
'''Salvage'''<br />
* ?<br />
<br />
===Abductor===<br />
This UFO will be announced by Central as being "much larger than the UFOs we have previously encountered". You'll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.<br />
<br />
'''Complement'''<br />
* 5 groups of alien troops.<br />
* 2 command aliens on the bridge<br />
<br />
'''Salvage'''<br />
* 172 - 207 Alien Alloys<br />
* 56 - 76 Elerium<br />
* 3 - 4 UFO Flight Computers<br />
* 1 - 2 UFO Power Sources<br />
* 4 - 6 Alien Stasis Tank<br />
* 2 - 3 Alien Surgery<br />
<br />
===Supply Barge===<br />
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.<br />
<br />
'''Complement'''<br />
* 5 - 7 groups of alien troops.<br />
* 2 command aliens on the bridge<br />
<br />
Mission: Harvest live specimens<br />
<br />
'''Salvage'''<br />
* X - 235 Alien Alloys<br />
* X - 120 Elerium<br />
* X - 4 UFO Flight Computers<br />
* X - 4 UFO Power Sources<br />
* X-2 alien surgery<br />
* X-8 stasis tanks<br />
<br />
===Battleship===<br />
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]] or Fusion Lance. Expect to take moderate-heavy damage. Unless you make good use of dodge while closing in and then aim to ensure it is downed in 2-3 shots.<br />
<br />
'''Complement'''<br />
* 7-8 groups of alien troops.<br />
* 2 command alien on the bridge<br />
<br />
'''Salvage'''<br />
* 167 - 307 Alien Alloys<br />
* 93 - 126 Elerium<br />
* 1 - 4 UFO Flight Computers<br />
* 0 - 4 UFO Power Sources<br />
* 0 - 2 Fusion Core<br />
<br />
==UFO Missions==<br />
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 in your HQ.<br />
<br />
===Scouting===<br />
<br />
===Satellite Hunting===<br />
The UFO will hunt for and destroy any satellites in the region it is patrolling. Researching Stealth Satellites from the Foundry reduces this chance.<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Plasma_Pistol_(EU2012)&diff=40672Talk:Plasma Pistol (EU2012)2012-10-31T17:12:00Z<p>Drakalu: </p>
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<div>Does this weapon even exist? I can't seem to research it in my game. [[User:KingMob4313|KingMob4313]] 12:27, 31 October 2012 (EDT)<br />
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:You need to have stunned an alien in early game as most of them will upgrade to rifles about mid-way through. --[[User:Ditto51|Ditto51]] 12:43, 31 October 2012 (EDT)<br />
: Sectoids & Sectoid Commanders will always carry this weapon. After the first month or two, Floaters and Thin Men will upgrade to more powerful weapons (if they even carried them to begin with). Late game I'm finding more pistols again as these enemies become available again as leaders and then fodder. ~ [[User:Drakalu|Drakalu]] 13:12, 31 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Defense_(EU2012)&diff=40399Defense (EU2012)2012-10-26T23:59:04Z<p>Drakalu: </p>
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<div>Defense is the skill that reduces the chance of being hit. Defense can be increased by armor or smoke grenades, or altitude, as well as taking [[Cover (EU2012)|cover]]. Some aliens have innate Defense bonuses. Each point of defense reduces that chance that a target can be hit by 1%.<br />
<br />
<br />
Cover:<br />
*Low Cover: +20 <br />
*High Cover: +40 <br />
<br />
<br />
Abilities that increase Defense:<br />
*Hunker Down (all): Doubles cover bonus.<br />
*Tactical Sense (Assault): +5 per enemy in sight (max +20). <br />
*Damn Good Ground (Sniper): +10 vs targets on lower elevation (in addition to normal bonuses).<br />
*Low Profile (Sniper): Low cover counts as high cover.<br />
** Works only for stationary cover, for example, does not work with low cover provided by the Evasion ability of the Archangel Armor.<br />
*Smoke Grenade (Support): +20 to all units in area.<br />
** Dense Smoke: increases Smoke Grenade bonus to +40.<br />
*Telekinetic Field (Psionic): +40 to all units in a large area.<br />
<br />
<br />
Armors that increase Defense:<br />
*[[Skeleton Suit (EU2012)|Skeleton Suit]]: +10<br />
*[[Ghost Armor (EU2012)|Ghost Armor]]: +20<br />
*[[Psi Armor (EU2012)|Psi Armor]]: +10<br />
<br />
<br />
Notes:<br />
* Defense provided from cover applies only against shots coming from the frontal 180 degree area. <br />
* There is no difference at which precise angle the shot comes, all that matters is whether it comes from the front or from the back. As long as the shot comes from the "front", cover defense bonus is applied fully, and if it comes from the "back" (rear 180 degree area), cover bonus is not applied and an additional bonus to critical hit is applied instead (see [[Flanking (EU2012)|Flanking]]).<br />
* Not being in cover against a shot (standing in the open or being flanked) provides no bonus or penalty to defense... but Aliens tend to prioritize uncovered targets in their line of sight.<br />
* Being behind scenery, behind another unit, etc. does not influence defense or decrease chance of being hit at all. In a situation when one can see the target, it does not matter if there are several scenery objects or other units in between (Sectopods, cars, debris...). It only matters whether the target has an adjacent cover, and is not considered flanked.<br />
<br />
==See also==<br />
*[[Classes (EU2012)|Classes]]<br />
*[[Cover (EU2012)|Cover]]<br />
*[[Armor (EU2012)|Armor]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&diff=40378Engineering (EU2012)2012-10-26T04:44:23Z<p>Drakalu: /* Build Facilities */ updated link</p>
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<div>[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOMs head of engineering.]]<br />
''In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.''<br />
<br />
== Dr. Shen ==<br />
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.<br />
<br />
<br />
== Resources ==<br />
'' Info on resources, cost & time''<br />
* Credits<br />
* Elerium<br />
* Alloys<br />
<br />
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.<br />
<br />
The formula for the cost of a manufactured item is:<br />
<br />
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]<br />
<br />
== Workshops ==<br />
''Info on workshops and bonus.''<br />
<br />
== The Foundry ==<br />
The Foundry is one of two places you can research equipment upgrades.<br />
<br />
[[Foundry (EU2012)|Foundry Projects]]<br />
<br />
== Build/Buy Items==<br />
<br />
=== Build Items ===<br />
{| class="wikitable sortable" width="100%" <br />
|+ <br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Build time<br />
|-<br />
| align="center" | [[Combat Stims (EU2012) | Combat Stims]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Mind Shield (EU2012) | Mind Shield]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
|align="center" | [[Medikit (EU2012)|Medikit]]<br />
| align="center" | Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants.<br />
| align="center" | 5 Engineers<br />
| align="center" | §25<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Chitin Plating (EU2012)|Chitin Plating]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Laser Pistol (EU2012)|Laser Pistol]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Laser Rifle (EU2012)|Laser Rifle]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Laser Scatter (EU2012)|Laser Scatter]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Heavy Laser (EU2012)|Heavy Laser]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Plasma Rifle (EU2012)|Plasma Rifle]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Alloy Cannon (EU2012)|Alloy Cannon]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Heavy Plasma (EU2012)|Heavy Plasma]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align="center" | || align="center" | || align="center" | || align="center" | <br />
|}<br />
<br />
=== Build Armor ===<br />
<br />
{| class="wikitable sortable" width="100%" <br />
|+ <br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Build time<br />
|-<br />
| align="center" | Carapace Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Skeleton Suit || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Titan Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Ghost Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Archangel Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Psi Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|}<br />
<br />
=== Vehicles ===<br />
{| class="wikitable" width="100%" <br />
|+ <br />
|- <br />
! width="10%" align="center" | Item <br />
! width="45%" align="center" | Description<br />
! width="24%" align="center" | Prerequisite <br />
! width="20%" align="center" | Cost<br />
! width="1%" align="center" | Build time<br />
|- style="vertical-align:top;"<br />
| align="center" | [[Firestorm (EU2012)|Firestorm]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | New Fighter Craft, <br/> 20 Engineers<br />
| align="center" | Classic: <br/> §100, <br/> 5x Elerium, <br/> 20x Alloys, <br/> 1x UFO Power Source, <br/> 2x UFO Flight Computer<br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Satellite (EU2012)|Satellite]]<br />
| align="center" | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight<br />
| align="center" | 5 Engineers<br />
| align="center" | Classic: <br/> §100<br />
| align="center" | 20d<br />
|-<br />
| align="center" | [[Hover SHIV (EU2012)|Hover SHIV]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | New Fighter Craft, <br/> Heavy Weapons Platform, <br/> 20 Engineers, <br/> 1 Barracks Capacity<br />
| align="center" | Classic: <br/> §100, <br/> 20x Elerium, <br/> 30x Alloys<br />
| align="center" | 7d<br />
|-<br />
| align="center" | [[Alloy SHIV (EU2012)|Alloy SHIV]]<br />
| align="center" | ''"Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field."''<br />
| align="center" | Heavy Weapons Platform, <br/> 10 Engineers, <br/> 1 Barracks Capacity<br />
| align="center" | Classic: <br/> §75, <br/> 20 Alloys<br />
| align="center" | 7d<br />
|-<br />
| align="center" | [[SHIV (EU2012)|SHIV]]<br />
| align="center" | ''"The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs."''<br />
| align="center" | Heavy Weapons Platform, <br/> 5 Engineers, <br/> 1 Barracks Capacity<br />
| align="center" | Normal: <br/> §45? <br/> Classic: <br/> §50<br />
| align="center" | 7d<br />
|-<br />
| align="center" | [[Fusion Lance (EU2012)|Fusion Lance]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | Fusion Lance, <br/> 35 Engineers<br />
| align="center" | Classic: <br/> §75, <br/> 10x Elerium, <br/> 15x Alloys<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[EMP Cannon (EU2012)|EMP Cannon]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | EMP Cannon, <br/> 30 Engineers<br />
| align="center" | Classic: <br/> §100, <br/> 10x Elerium, <br/> 15x Alloys<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[Plasma Cannon (EU2012)|Plasma Cannon]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | Plasma Cannon, <br/> 20 Engineers<br />
| align="center" | Classic: <br/> §50, <br/> 10x Elerium, <br/> 10x Alloys<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[Laser Cannon (EU2012)|Laser Cannon]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | Heavy Lasers, <br/> 10 Engineers<br />
| align="center" | Classic: <br/> §16-17?, <br/> 12-13x Alloys?<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[Phoenix Cannon (EU2012)|Phoenix Cannon]]<br />
| align="center" | The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.<br />
| align="center" | Experimental Warfare, <br/> 5 Engineers<br />
| align="center" | Normal: <br/> §20 <br/> Classic: <br/> §16-17?<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[Defence Matrix (Dodge) (EU2012)|Defence Matrix (Dodge)]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | Floater Autopsy, <br/> 10 Engineers<br />
| align="center" | Classic: <br/> §50, <br/> 3x Floater Corpse<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]<br />
| align="center" | <!--DESCRIPTION--><br />
| align="center" | Cyberdisc Autopsy, <br/> 10 Engineers<br />
| align="center" | Classic: <br/> §20, <br/> 2x CyberdiscCorpse<br />
| align="center" | Immediate<br />
|-<br />
| align="center" | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]<br />
| align="center" | Activate this module during interception to provide an immediate, temporary booste to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.<br />
| align="center" | Sectoid Autopsy, <br/> 5 Engineers<br />
| align="center" | Normal: <br/> §5, <br/> 3x Sectoid Corpse <br/> Classic: <br/> §10, <br/> 3x Sectoid Corpse <br />
| align="center" | Immediate<br />
|}<br />
<br />
== Build Facilities ==<br />
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.<br />
After researching [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. <br />
<br />
{| class="wikitable" width="100%" <br />
|+ Facilities<br />
|- <br />
! width="10%" align="center" | Facility<br />
! width="30%" align="center" | Description<br />
! width="25%" align="center" | Prerequisite <br />
! width="13%" align="center" | Cost<br />
! width="1%" align="center" | Monthly cost<br />
! width="20%" align="center" | Bonus<br />
! width="1%" align="center" | Build time<br />
|- style="vertical-align:top;"<br />
<!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --><br />
|-<br />
| align="center" | [[Access Lift (EU2012)|Access Lift]] <br />
| align="center" | Required to access a level<br />
| align="center" | None<br />
| align="center" | §50<br/>2 Power<br />
| align="center" | §10<br />
| align="center" | None<br />
| align="center" | 5d<br />
<!-- END ONE SECTION --><br />
|-<br />
| align="center" | [[Satellite Uplink (EU2012)|Satellite Uplink]]<br />
| align="center" | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites<br />
| align="center" | 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)<br />
| align="center" | §150 <br/> 5 Power<br />
| align="center" | §15<br />
| align="center" | +1 Satellite capacity for every adjacent Uplink or Nexus<br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Satellite Nexus (EU2012)|Satellite Nexus]]<br />
| align="center" | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites<br />
| align="center" | Alien Nav Computer Research,<br>5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)<br />
| align="center" | §300 <br/> 8 Power <br/> 25x Alloys <br/> 2x UFO Flight Computer<br />
| align="center" | §26<br />
| align="center" | +1 Satellite capacity for every adjacent Uplink or Nexus<br />
| align="center" | 21d<br />
|-<br />
| align="center" | [[Laboratory (EU2012)|Laboratory]]<br />
| align="center" | Each laboratory increases research speed by 20%<br />
| align="center" | 6 Scientists (second requires 10, each next requires 5 more)<br />
| align="center" | §125<br/>3 Power<br />
| align="center" | §24<br />
| align="center" | +10% increase to research speed for every adjacent laboratory<br />
| align="center" | 10d<br />
|-<br />
| align="center" | [[Workshop (EU2012)|Workshop]]<br />
| align="center" | Each workshop adds 5 engineers to our staff<br />
| align="center" | 6 Engineers (second requires 15, each next requires 10 more)<br />
| align="center" | §130<br/>3 Power<br />
| align="center" | §26<br />
| align="center" | +7% refund on resources used when building vehicles, foundry projects and facilities<br />
| align="center" | 10d<br />
|-<br />
| align="center" | [[Foundry (EU2012)| The Foundry]]<br />
| align="center" | Develop new combat items or improve current items in the Foundry.<br />
| align="center" | Experimental Warfare Research<br />
| align="center" | §75<br/>3 Power<br />
| align="center" | §20<br />
| align="center" | None.<br />
| align="center" | 10d<br />
|-<br />
| align="center" | [[Alien Containment (EU2012)| Alien Containment]]<br />
| align="center" | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.<br />
| align="center" | Xenobiology Research<br />
| align="center" | §85<br/>5 Power<br />
| align="center" | §18<br />
| align="center" | None.<br />
| align="center" | 7d<br />
|-<br />
| align="center" | [[Power Generator (EU2012)|Power Generator]]<br />
| align="center" | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power.<br />
| align="center" | None<br />
| align="center" | §60<br />
| align="center" | §11<br />
| align="center" | +2 power for every adjacent power facility.<br />
| align="center" | 5d<br />
|-<br />
| align="center" | [[Thermo Generator (EU2012)|Thermo Generator]]<br />
| align="center" | Thermal Power Generators supply +20 power, but must be built over steam vents.<br />
| align="center" | Steam Vent<br />
| align="center" | §200<br />
| align="center" | §23<br />
| align="center" | +2 power for every adjacent power facility.<br />
| align="center" | 8d<br />
|-<br />
| align="center" | [[Elerium Generator (EU2012)|Elerium Generator]]<br />
| align="center" | Elerium Power Generators supply +30 power.<br />
| align="center" | UFO Power Source Research<br />
| align="center" | §275<br/>40x Alloys<br/>30x Elerium<br/>2x UFO Power Source<br />
| align="center" | §29<br />
| align="center" | +2 power for every adjacent power facility.<br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Psionic Lab (EU2012)|Psionic Lab]] <br />
| align="center" | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. <br/> ''Can be only one''<br />
| align="center" | Interrogate (Classic) / Autopsy (Normal) <br/> Sectoid Commander<br />
| align="center" | §200 <br/> 3 Power <br/> 20x Elerium <br/> 20x Alloys <br />
| align="center" | §30<br />
| align="center" | None<br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Gollop Chamber (EU2012)| Gollop Chamber]]<br />
| align="center" | Once we build this facility, a psionically powerful soldier will be able to access the Ethereal's psychic net.<br/>''Cannot remove this facility''<br />
| align="center" | Ethereal Device Research<br />
| align="center" | §200 <br/> 5 Power <br/> 1x Ethereal Device <br />
| align="center" | §100<br />
| align="center" | None.<br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Hyperwave Relay (EU2012)|Hyperwave Relay]] <br />
| align="center" | Provides extra information about UFOs, such as number of crew, species and their objective.<br/>''Cannot remove this facility''<br />
| align="center" | Hyperwave Communication Research<br />
| align="center" | §175 <br/> 4 Power <br/> 10x Alloys <br/> 1x Hyperwave Beacon<br />
| align="center" | §30<br />
| align="center" | None.<br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Officer Training School (EU2012)|Officer Training School]] <br />
| align="center" | Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining. <br/> ''Normal and Easy start with this facility already built''<br />
| align="center" | Sergeant rank (Classic)<br />
| align="center" | §125 <br/> 3 Power<br />
| align="center" | §25<br />
| align="center" | None.<br />
| align="center" | 8d<br />
|}<br />
<br />
== See Also ==<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Weapons_(EU2012)&diff=40376Weapons (EU2012)2012-10-26T04:25:02Z<p>Drakalu: /* Precision Weapons */ added additional info regarding pistols and fixed a formatting error</p>
<hr />
<div>==Weapon Stats==<br />
<br />
===Precision Weapons===<br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ Pistols<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[Pistol (EU2012)|Pistol]] || align="center" | 1 || align="center" | 2 || align="center" | 0 || align="center" | Any || align="center" | 10 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Small || align="center" | Unlimited ammo<br />
|-<br />
| align="center" |[[Laser Pistol (EU2012)|Laser Pistol]] || align="center" | 2 || align="center" | 3 || align="center" | 10 || align="center" | Any || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Small || align="center" | Unlimited ammo<br />
|-<br />
| align="center" |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align="center" | 3 || align="center" | 4 || align="center" | 0 || align="center" | Any || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Small || align="center" | Unlimited ammo<br />
|-<br />
| align="center" |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align="center" | 4 || align="center" | 6 || align="center" | 0 || align="center" | [[Sectoid (EU2012)|Sectoid]] || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Small || align="center" | Unlimited ammo<br>Suppression 20%<br />
|-<br />
|}<br />
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. <br />
* They have low power and nearly all have a zero chance for critical hits but they don't need to be reloaded. <br />
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research.<br />
* Generally speaking, upgraded Pistols should be given to Snipers then shotgun wielding Assault soldiers (for overwatch at longer ranges).<br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ Assault Rifles<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[Assault Rifle (EU2012)|Assault Rifle]]|| align="center" | 3 || align="center" | 4 || align="center" | 10 || align="center" | Any || align="center" | 20 || align="center" | 27 || align="center" | 200 || align="center" | NA ||align="center" | Large || align="center" |<br />
|-<br />
| align="center" |[[Laser Rifle (EU2012)|Laser Rifle]]|| align="center" | 5 || align="center" | 6 || align="center" | 10 || align="center" | Any || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" | <br />
|-<br />
| align="center" |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align="center" | 5 || align="center" | 6 || align="center" | 10 || align="center" | Any || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" | Aim +10<br />
|-<br />
| align="center" |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align="center" | 7 || align="center" | 9 || align="center" | 10 || align="center" | Any || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" | <br />
|-<br />
|}<br />
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.<br />
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)<br />
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. <br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ LMG and Heavy Rifles<br />
|-<br />
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[LMG (EU2012)|LMG]]|| align="center" | 4 || align="center" | 6 || align="center" | 0 || align="center" | Heavy || align="center" | 60 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |<br />
|-<br />
| align="center" |[[Heavy Laser (EU2012)|Heavy Laser]]|| align="center" | 6 || align="center" | 9 || align="center" | 10 || align="center" | Heavy || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |<br />
|-<br />
| align="center" |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align="center" | 9 || align="center" | 13 || align="center" | 10 || align="center" | Heavy || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |<br />
|-<br />
|}<br />
* Heavy rifles are an upgrade to Assault Rifles on damage capability.<br />
* Due to their size they can only be carried by Heavy troopers. <br />
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. <br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ Sniper Rifles<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align="center" | 4 || align="center" | 6 || align="center" | 25 || align="center" | Sniper || align="center" | 30 || align="center" | 100 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Limited move<br />
|-<br />
| align="center" |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align="center" | 6 || align="center" | 9 || align="center" | 30 || align="center" | Sniper || align="center" | 125 || align="center" | 100 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" | Limited move<br />
|-<br />
| align="center" |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align="center" | 9 || align="center" | 13 || align="center" | 35 || align="center" | Sniper || align="center" | 125 || align="center" | 100 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Limited move<br />
|}<br />
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.<br />
* 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. <br />
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).<br />
* The rifles also have limited use at close range. <br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ Shotguns<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[Shotgun (EU2012)|Shotgun]]|| align="center" | 4 || align="center" | 6 || align="center" | 20 || align="center" | Assault || align="center" | 40 || align="center" | 10 || align="center" | 360 || align="center" | 27 || align="center" | Large || align="center" | Limited range<br />
|-<br />
| align="center" |[[Laser Scatter (EU2012)|Laser Scatter]]|| align="center" | 6 || align="center" | 9 || align="center" | 20 || align="center" | Assault || align="center" | 125 || align="center" | 27 || align="center" | 360 || align="center" | NA || align="center" | Large || align="center" | Limited range<br />
|-<br />
| align="center" |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align="center" | 9 || align="center" | 13 || align="center" | 20 || align="center" | Assault || align="center" | 125 || align="center" | 27 || align="center" | 360 || align="center" | NA || align="center" | Large || align="center" | Limited range<br />
|-<br />
|}<br />
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. <br />
* They can only be used by Assault soldiers and are limited in range.<br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ Other Precision Weapons<br />
|-<br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[Arc Thrower (EU2012)|Arc Thrower]]|| align="center" | 0 || align="center" | 0 || align="center" | Any || align="center" | 0 || align="center" | 27 || align="center" | NA || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
|-<br />
| align="center" |Drone Beam|| align="center" | 3 || align="center" | 0 || align="center" | [[Drone (EU2012)|Drone]] || align="center" | 2 || align="center" | 27 || align="center" | NA || align="center" | NA || align="center" | Small || align="center" | Repair<br />
|-<br />
| align="center" |Death Blossom|| align="center" | 9 || align="center" | 10 || align="center" | [[Cyberdisc (EU2012)|Cyberdisc]] || align="center" | 2 || align="center" | 27 || align="center" | NA || align="center" | NA || align="center" | Large || align="center" | Suppression +3<br />
|-<br />
| align="center" |Heat Ray|| align="center" | 21 || align="center" | 25 || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | 801 || align="center" | 27 || align="center" | NA || align="center" | NA || align="center" | Large || align="center" | <br />
|-<br />
| align="center" |Psi Lance|| align="center" | 10 || align="center" | 25 || align="center" | [[Ethereal (EU2012)|Ethereal]] || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" | <br />
|-<br />
|}<br />
<br />
===Area Weapons===<br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ Launchers<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align="center" | 7 || align="center" | 0 || align="center" | Heavy || align="center" | 500 || align="center" | 27 || align="center" | 336 || align="center" | Large || align="center" | Limited move<br>No reload<br />
|-<br />
| align="center" |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align="center" | 10 || align="center" | 0 || align="center" | Heavy || align="center" | 500 || align="center" | 100 || align="center" | 336 || align="center" | Large || align="center" | Limited move<br>No reload<br />
|-<br />
| align="center" |[[Plague (EU2012)|Plague]]|| align="center" | 7 || align="center" | 0 || align="center" |[[Thin Man (EU2012)|Thin Man]]|| align="center" | 801 || align="center" | 27 || align="center" | 175 || align="center" | Small || align="center" | Suppression 20%<br />
|-<br />
| align="center" |Cluster Bomb|| align="center" | 7 || align="center" | 25 || align="center" |[[Sectopod (EU2012)|Sectopod]]|| align="center" | 250 || align="center" | 27 || align="center" | 144 || align="center" | Large || align="center" | Limited move<br>No reload<br />
|-<br />
| align="center" |Chest Cannon|| align="center" | 11 || align="center" | 0 || align="center" |[[Sectopod (EU2012)|Sectopod]]|| align="center" | 801 || align="center" | 27 || align="center" | 144 || align="center" | Large || align="center" | Suppression 40%<br>Overwatch<br />
|-<br />
|}<br />
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.<br />
* They have restrictions on movement and firing and are usually 1 shot weapons.<br />
{| class="wikitable" width="100%" <br />
|- <br />
|+ Grenades<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |[[Frag Grenade (EU2012)|Frag Grenade]]|| align="center" | 3 || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 15 || align="center" | 240 || align="center" | Small || align="center" |<br />
|-<br />
| align="center" |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align="center" | NA || align="center" | 0 || align="center" | Support || align="center" | 250 || align="center" | 15 || align="center" | 336 || align="center" | Small || align="center" | Defense +20<br />
|-<br />
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5 || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 17 || align="center" | 240 || align="center" | Small || align="center" |<br />
|-<br />
| align="center" |[[Psi Grenade (EU2012)|Psi Grenade]]|| align="center" | 7 || align="center" | 25 || align="center" | Any || align="center" | 250 || align="center" | 15 || align="center" | 225 || align="center" | Small || align="center" |<br />
|-<br />
|}<br />
=== Melee Weapons ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" |Chryssalid Claw|| align="center" | 7 || align="center" | 20 || align="center" |[[Chryssalid (EU2012)|Chryssalid]] || align="center" | 1 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
|-<br />
| align="center" |Zombie Fist|| align="center" | 9 || align="center" | 0 || align="center" |[[Zombie (EU2012)|Zombie]]|| align="center" | 1 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
|-<br />
|}<br />
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==See Also==<br />
[[Equipment (EU2012)|General Equipment]]<br />
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[[Classes (EU2012)|Soldier Classes]]<br />
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[[Abilities (EU2012)|Soldier Abilities]]<br />
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[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Critical_Wounds_(EU2012)&diff=40375Critical Wounds (EU2012)2012-10-26T03:59:57Z<p>Drakalu: added Category tag and additional cross references</p>
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<div>After sustaining more damage than the Soldiers hitpoints, the Solider will either become critically wounded or die.<br />
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== Critically wounded ==<br />
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When a soldier is critically wounded, you have three turns to save that soldier. Saving a soldier can be done by stabilizing or reviving the wounded soldier with a [[Medikit (EU2012)|medikit]] or finishing the mission before the wounded soldier bleeds out.<br />
Each time a soldier becomes critically wounded, it will receive a permanent penalty to its willpower. After several critical wounds, it may be a good idea to sack/use a mind shield, depending on its rank.<br />
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'''Stabilizing'''<br />
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Any character with a [[Medikit (EU2012)|medikit]] can stabilize a critically wounded soldier. Move into healing range and select the "Stabilize" action. A stabilized soldier will not die from its current wounds (don't play with grenades), but will not become active again for the duration of that mission. After the mission, the soldier will be gravely wounded and will take a fairly long time to become active again.<br />
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NOTE: Aliens can and WILL shoot soldiers that you stabilize. Make sure you clear the area of attacking aliens before stabilizing the soldier.<br />
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'''Reviving'''<br />
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Reviving a soldier can only be done by a soldier in the support class with the appropriate skill. A revived unit will become active again during the mission with 33% of it's maximum hitpoints (including armor or items bonus).<br />
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== Death ==<br />
Death is permanent, once a soldier is dead, he/she is gone forever, unless you go back to an earlier save in which said soldier was still alive.<br />
Every soldier that dies will have his/her name added to the memorial wall in the Barracks, where the number of missions, the number of kills, and the mission in which the soldier died is shown.<br />
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[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&diff=40374Talk:Enemy Unknown (EU2012)2012-10-26T03:56:22Z<p>Drakalu: /* EU2012 Table */</p>
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<div>__TOC__<br />
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== Wiki structure discussion==<br />
Personally, this kind of structure makes sense to me. Though I'm not 100% on Air Combat. Probably under Mission Control with a link inside Aircraft pointing to it. In mine, Aircraft would include a subsection on weapons but not a separate page. I'd still provide a link to it in the front for people's awareness. Same for soldiers, all those things would be subsections of the same page. Similarly, armor and squad weapons would be subsections of the same "Equipment" page. I don't know enough about SHIVs yet to think if they'd have their own page or not. I wouldn't list out all the individual alien life forms and I can't think of any subsections I would specifically link on the main page under any of the Alien stuff really... As topics under Base Mgmt and Sit Mgmt grow, I would link the ones that I think people want to get to now (in 1 click). Same for all the stuff under Combat. So overall, everything that's indented is likely a subsection of a page rather than it's own page. The exceptions are the Situation Room and Mission Control because so much is going on in those two rooms where all the other aspects of the game are being coordinated. Ultiamtely, Gray Market would just be a paragraph or two about it, but all the prices would be listed right next to the item along with all the other info.<br />
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The hardest thing for me right now to sort in my mind is Single vs. Multi. For Tactics, I would probably put them in dedicated subsections of the same page. Have a general tactics that applies to both aspects of the game, and then a subsection for single and multi (total 3 sections) for anything that only applies to those. For squads and soldier builds, I would ask people to just identify whether the squad/soldier build is for single, multi, or both and explain the pros and cons of why. But it bugs me that would be structured different than the tactics... I feel like I need to play the game some before I figure out how the combat is structured. Oh, and I'd use the in-game neon-blue icon for XCOM and the red alien head for Aliens, then put the "vigilo confido" shield the "blue-glow faceless-squad" main XCOM image in thumbs off to the right. [[User:Robbx213|Robbx213]] 13:29, 5 October 2012 (EDT)<br />
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Just changed it based on your ideas. About Single/Multi, the idea I got from the demo is that the human classes are predefined and some perks may be absent from Multiplayer. From my previous experience with the multiplayer version of the original game, the tactics between an AI and a human opponent are very different. But it will depend on how it works out. <br />
My main concern about the columns is to have room to expand in the future on an organized manner, if this game's page gets as popular as the original one and then you need to have sections explaining the technical parts, for modders to use, plus all other sorts of miscellaneous pages like the original game has. [[User:Hobbes|Hobbes]] 14:44, 5 October 2012 (EDT)<br />
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:# Whatever you do, keep multiplayer separated from the singleplayer section. These will be completely different.<br />
:# Regarding Sources, I strongly disagree to make them a separate page. Valid sources should be listed under a References section on the relative page as per wiki standard (http://en.wikipedia.org/wiki/Wikipedia:Citing_sources)<br />
:# Flanking, Cover, Overwatch & Supression are not actually tactics but game mechanics. How you combine and use these, that is tactics.<br />
:# What the heck is "Situation Management"? That is a way to general topic or description to mean anything.<br />
::--[[User:Kokkan|Kokkan]] 16:06, 5 October 2012 (EDT)<br />
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:: Yeah, I haven't seen a lot of MP squad building, so I don't know how many perks you get to choose. I assume that you can choose as many perks as you want, but each one costs points, so my guess is in MP you'll only really be able to pick 1 or 2 per soldier. As for expanding in the future you make a good point. I only looked at what was in EU (2012) so far and condensed from there; I didn't go back to (1994)... You know, maybe it would be better to list more specific sub-sections in the table so that people can get to them quicker without having to guess where it's been put, especially if it's a topic they think can fit elsewhere than it was put. Then it would be on us to populate links all over the place and that could unmanageable.<br />
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:: I don't know how different MP will be from SP at this point. There will definitely need to be some dedicated space to MP squad building and MP tactics; I was just wondering aloud if it should be a whole separate page, or if SP and MP should be subsections under a "tactics" page and a "squad building" page. I think the one that makes sense will require some game time to determine. You're right about references; but, really once the game is out the game itself is basically going to be the main reference; are we supposed to put that at the bottom of each page or will we only put references in special occassions when it comes from somehwere else? I guess "sources" is less accurate, I was really think "see also" or maybe just a place to put links to articles, videos, forums, and other stuff people might want to stumble upon. I agree about mechanics vs. tactics. That's why I'd suggest having a "mechanics" page that gives the facts and a separate tactics area; I guess a separate tactics page would be better since mechanics is actually pretty extensive and especially if one puts SP tactics near MP tactics as subsections to the same page.<br />
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:: Ah, "situation management". That was my attempt at a bookmark in my head for somehow capturing the idea of how you manage panic, funding, satellite coverage, aircraft... basically not base stuff (adjacencies, Uplink vs. Nexus debates, different base builds depending on play strategy for example some people might want a lot of satellites while others might try to focus on having just enough to survive the game and use the base space for labs and workshops). I would expect a lot of sub-links under base and situation management, and I wouldn't call it situation management as soon as I find a better name. [[User:Robbx213|Robbx213]] 23:34, 5 October 2012 (EDT)<br />
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::: I made and example of the grouping of content I find most logical. I also don't think we should list all the possible mission types in the table, by the same reason you don't list all the aliens, weapons or abilites. It could feel like spoilers for some people. --[[User:Kokkan|Kokkan]] 12:16, 6 October 2012 (EDT)<br />
:::: Better. The only thing missing to me is to have a subcolumn for Miscellaneous because there's a few XCOM wiki pages that are cross series, such as [[Making the Game Harder]] (one of the most viewed wiki pages), [[Murphy's Laws (X-COM)|Murphy's Laws of X-COM]], [[Known Bugs]], [[Game Editors]], [[Realistic Equivalents]] and [[Glossary|Glossary of Terms]]. Probably not all of those for now but a few could be already added, like the glossary. [[User:Hobbes|Hobbes]] 12:30, 6 October 2012 (EDT)<br />
:::: Replaced my table with Kokkan's proposal and made a few changes. Meanwhile I had another idea for the visual aspect for the pages on the XCOM and Aliens sections. I've been making a few charts for the XCOM, HQ and Base Facilities pages like this one: (no spoilers, only confirmed game information):<br />
[[File:XCOM_Organization_(EU2012).png|400px|right]]<br />
What I thought would be to have, e.g. on the top of the page 'Research' the corresponding colored icon, and for all pages of that category the same, (green for Research pages, red for Alien pages, Gray for Engineering pages, etc.). Or at least on the top pages (that contain all the links) for all the topics on the first column. What do you guys think? [[User:Hobbes|Hobbes]] 15:47, 6 October 2012 (EDT)<br />
:: Soldiers have to have the red colour, to match their shirts. =D It's a bit Star Trek to me, and since we don't have a theme/template for all the pages it could be a bit heavy on the upkeep for editors and mods. A wiki should look like a wiki and only change layout/style when the data requires it (yeah, call me boring). I rather say keep the focus on the content and structure of that content (or keep it to html&css colours to keep it low upkeep and simple). --[[User:Kokkan|Kokkan]] 16:14, 6 October 2012 (EDT)<br />
::The insignias remember me more of S.H.I.E.L.D actually... XCOM has the Ant Farm, they have the Flying Carrier... oh well, it's just a very military thing to have all organized into sections and each with its own insignia, but I'll just keep it to the charts. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)<br />
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=== EU2012 Table ===<br />
I made some further tweaking of the table, tell me what you think.<br />
Was thinking of sub-dividing [[Combat Tactics]], but until we get the game we really don't have a clue on how to build a section like that (same goes for [[Multiplayer Tactics]]). --[[User:Kokkan|Kokkan]] 16:41, 6 October 2012 (EDT)<br />
:Yup, probably it's better to wait to see what comes up, all of our proposals are merely guesses. I'd remove the Grey Market and The Foundry since both are a part of Situation Room and Engineering. The more I think about it SHIV should go under Soldiers. And I don't like the term Economy very much but I can't think of a better one now. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)<br />
:: Yes, the Grey Market is a part of the Situation Room, just like Finances.<br />
:: The Foundry is actually an stand-alone facility, we can only speculate on how dependant it is on Engineering. It seem to feature both improvements and unlocks (SHIV, Crafts). <br />
:: The SHIV is tricky, since it is both a manufactured thing; and a type of soldier. But since its purpose is combat. I would group it with soldiers, or as an own section.<br />
:: Some more minor tweaks on the table. --[[User:Kokkan|Kokkan]] 18:24, 6 October 2012 (EDT)<br />
::: All of the items/craft produced on the Foundry can be already accessed from their respective categories and the Foundry is about manufacturing which is covered by the Engineering topic. If we include the Foundry then we should also include the OTS since it provides with additional capabilities for Soldiers the same way the Foundry does for engineering. But I think it's redundant, both facilities can be easily accessed through the Soldiers/Engineering pages and on Soldiers page there's already a description of the OTS and its effects. [[User:Hobbes|Hobbes]] 11:22, 7 October 2012 (EDT)<br />
:::: Yes, you are right. The Foundry can easily and logically be found under [[Engineering_(2012)]]. I had not thought about the OTS, and now that I try it; I can't easily find in from any of the pages. Perhaps skip the Foundry and add the OTS to the list? --[[User:Kokkan|Kokkan]] 11:47, 7 October 2012 (EDT)<br />
::::: The OTS info in on the Abilities page - maybe that's not too clear? [[User:Hobbes|Hobbes]] 13:47, 7 October 2012 (EDT)<br />
:::::: If I were to look for a Base Facility that gives global upgrades, it would not be obvious to me to look under Soldier -> Abilities (and an in-line link also). Since they are not the same facility and not really directly related to Soldiers (like the Squad Size or New Guy). With the current structure I also think we should differentiate between Soldier, Alien, Equipment and "Other" abilities. --[[User:Kokkan|Kokkan]] 14:26, 7 October 2012 (EDT)<br />
:Was wondering if we could add a "DLC" section under the Miscellaneous table to cover current and upcoming DLC. The Elite Soldier Pack is available for purchase and we can cover the known information about the "Slingshot" DLC as well. ~ [[User:Drakalu|Drakalu]] 23:56, 25 October 2012 (EDT)<br />
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== Archive ==<br />
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I've been trying to add as much information as possible as best I can, mostly by basing it off existing wiki code from other pages. So much of the data cross references and/or interacts with items in other sections (artifacts being used in research, manufacturing, grey market, etc). For now, I'm trying to do as little cross referencing as possible, unless there is already an existing page for it. At least until I become more comfortable with the process. The Wiki Tips link you added at the top of the main page was helpful. Thank you. ~ [[User:Drakalu|Drakalu]] 14:16, 25 September 2012 (EDT)<br />
: I'm dumping most of the info from the demo files, that should take a while to sort out and organize (watchout for the info on the Research since it reveals the ending) - thanks for the help :) [[User:Hobbes|Hobbes]] 14:36, 25 September 2012 (EDT)<br />
: Btw, do you think you can make a template for the topics that you're working at right now? [[User:Hobbes|Hobbes]] 14:42, 25 September 2012 (EDT)<br />
:: Not sure what you mean by template. I started with a multi-level list in Word so I've been working off that just to get the data entered. So far its mostly just information on items, research, facilities, workshop projects, etc. Your table for abilities was much cleaner than what I had. I'll try to whip something up. Also, most of the data I've been entering is based off the various Press preview videos. I figure I've seen them enough that nothing in them will truly be a spoiler at this point. ~ [[User:Drakalu|Drakalu]] 16:13, 25 September 2012 (EDT)<br />
:: A template is a model for pages. For instance check the original [[Rifle]] and [[Heavy_Plasma]] pages you can see that they follow roughly the same format, starting with Stats, Recommendations, Tips, etc. It's easier if you already have a format, then you can just copy paste it and people can just fill the pages - I've just made one for Equipment. About spoilers, just be careful when going through the Research because it contains spoilers about the end of the game, if you don't want to know about it. [[User:Hobbes|Hobbes]] 17:40, 25 September 2012 (EDT)<br />
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WHo keeps undoing the edits I did today? Continuing to use "Geoscape" as its own header does not fit with the actual gameplay. HQ needs to be the main headline. The base as a whole has all the facilities in it. Research is a concept encompassing both Science Labs and Laboratories. Manufacturing encompasses Engineering, Workshops, and Foundries. Gray Market will be important as people will want to go somewhere for quick price comparisons.<br />
:I did and I explained the reasons on the table's [[Talk:EU2012_Table]] page. I just reverted back all yours edits again to the previous version. [[User:Hobbes|Hobbes]] 06:59, 2 October 2012 (EDT)<br />
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Hobbes, you reverted my edits twice in an 11 hour period and then protected the table to prevent further editing. You also did not attempt to discuss with me before the final revert and protect. This is edit warring and it is not consistent with the bold, revert, discuss principle. <br />
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While you obviously have a lot of experience with XCOM and the UFOPaedia, please understand that EU 2012 is NOT the same game. Therefore, the main page is going to look different. For example, the Geoscape is no longer what it was in 1994. In '94, it was the main place to start all your actions including patrols, interdictions, and to access the base and its functions. In EU2012, the "Geoscape" is merely a blue globe in the Mission Control facility where you advance time and choose missions. <br />
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Bottom line, it makes sense for the UFOPaedia pages to resemble the flow and structure of the game. Continuing the old format will only confuse visitors, ultimately encouraging them to go elsewhere for their information. <br />
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: All XCOM strategy games (EU, TFTD, Apoc, EU 2012) follow the same design/logic: you win by playing Geoscape/Cityscape and sending Interceptors and Skyrangers from there, not by managing your base(s). Doesn't matter if you have one base or more - the fact that you only have one in Enemy Unknown 2012 adds for a lot more detail the base management level of the game but your base is just one aspect of the whole game. Hobbes 11:12, 2 October 2012 (EDT) <br />
:: There are two basic components to the game as you noted, but they are not Geoscape and Cityscape anymore. That was 1994. <br />
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:: Now the strategy layer is handled in XCOM HQ / the Base / the Ant Farm. The Geoscape, the blue rotating orb of the Earth, isn't even its own facility, it's a focal point of Mission Control. Strategy is now handled at the Base. Half of winning the game is the Base: constructing facilities, adjacency bonuses, research, manufacturing, managing panic, funding, soliders, etc. The Geoscape is really just the filling in one slice of the whole pie. <br />
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:: It does not make sense to format the main page in a way that is inconsistent with the game's presentation. The game presents you the entire base and you choose each facility from there to manage the strategy. The Wiki should be presented consistent with the game so that people click on links that logically flow the same way as the game. Therefore, the main page should go to the over-arching XCOM HQ page and list out major functions under that like the whole of Base Facilities, the major concepts of Research and Manufacturing... I also think a quick link to the Gray Market will help since it will be an oft used page. Details of each facility, like the fact that Mission Control contains the Geoscape, should be embedded further in when you go to the HQ page or subsequent Base Facilities and Mission Control pages. --[[User:Robbx213|Robbx213]] 11:40, 2 October 2012 (EDT)<br />
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::: I don't want to abuse my position as an administrator but: a) You changed the table from the format followed for all XCOM game tables on this wiki. b) I reverted and placed a notice on the page's Talk page. c) You reverted and didn't check the talk page. Since I don't want to get into a war of edits I protected the table. The other administrators can and should intervene if it's necessary but what I did was to keep wiki consistency and prevent the main table from being constantly edited. Hobbes 11:35, 2 October 2012 (EDT) <br />
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:::: I'm new and obviously struggled at first to understand the Table that was somehow separate from the page it was embedded in, as well as the Discussion tab up to the left but all the help pages refer to "Talk". There's an obvious disagreement about content here, so that's what we need to [http://en.wikipedia.org/wiki/Wikipedia:DR#Focus_on_content focus on]. "Consistency" is not a valid reason to maintain the old format. The game is different, its format and presentation is different, therefore the Wiki should be different such that it's more in-line with the new game's structure. EU (2012) is not Terror From the Deep; a simple re-skin. If you want this wiki to be the go-to place, you're going to have to simplify it by making it flow the same way the game does. There are many other wikis already forming; people will go where it's simple and easy to understand. If this wiki's format differs from how the game is presented, people will get confused, they will get grumpy about having to click around and mine information, and ultimately the community's enjoyment of both will suffer. --[[User:Robbx213|Robbx213]] 11:52, 2 October 2012 (EDT)<br />
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::::: I'm sorry to disagree but if you really feel that you cannot compromise and follow what has been considered 'consistency' (and pretty much official policy) by the 2K developer team and this wiki's regular users then do what you feel you must. If you check Wikipedia's article on [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown|XCOM: Enemy Unknown] you'll see the strategic element being called 'Geoscape' and Jake Solomon and 2K have also used the term frequently and on their site. [[User:Hobbes|Hobbes]] 12:14, 2 October 2012 (EDT)<br />
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:::::: You meant [http://en.wikipedia.org/wiki/XCOM:_Enemy_Unknown this] Wikipedia article. They do say Geoscape; and they too describe it inaccurately. (P.S. those few contributors do not constitute 'official policy') ''The game's strategy element is confined to the global view called the "Geoscape"...'' Strategy is not confined to the Geoscape, strategy is the whole Base. Keep reading and they actually say this in the same sentence, contradicting themselves in the process: ''... where the player keeps track of the situation ... conducts resource and personnel management ... directing research ... and production, interacting with the governments ... ordering their aircraft ... and dispatching their soldiers...'' The Geoscape, inside the Mission Control facility, can order aircraft and dispatch soldiers. That's it. 'Situation' is in the Situation Room, personnel are in places like Barracks & Infirmary, research is Sci Labs and Labs, production is Engineering Workshop & Foundry, Funding Council is inside the Situation Room... Geoscape is not the strategy layer, the entire base is the strategy layer. The Geoscape is like the Funding Council: it's an important part of the game, but it's not even the name of the facility in which it resides.<br />
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:::::: When Jake and other 2K people refer to the Geoscape, they mean the blue globe. They do not mean the whole base nor the whole strategy layer. If the whole strategy layer could be controlled from the Geoscape (again, inside Mission Control) then the Ant Farm would not even exist. Watch [http://www.youtube.com/watch?feature=player_detailpage&v=FaR-oDSxb3I#t=708s this] and [http://www.youtube.com/watch?feature=player_detailpage&v=FaR-oDSxb3I#t=5338s this (with Jake himself manning the helm)] for a clear visual of how the Geoscape is not the base and therefore not the entire strategy layer, rather only a feature of the Mission Control facility. Watch [http://www.youtube.com/watch?feature=player_detailpage&v=qBvuNhq0ZCg#t=1499s this] to see how Jake describes the evolution of the strategy layer and how his & Sid's prototypes are really the fore-runner of the Situation Room, not the Geoscape (inside Mission Control). So, Jake himself does not consider the Geoscape to be the "strategy layer". They don't even really call it the Geoscape, they call it [http://www.youtube.com/watch?feature=player_detailpage&v=qBvuNhq0ZCg#t=1925s the Globe]. There are tons more videos throughout YouTube.<br />
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:::::: If you want consistency, make it consistent with the new game rather than consistent with 1994's game format. I think the game's format, which has actually been witnessed in video and described during interview, should be taken as the 'official policy' rather than taking the old game's structure. If the old game's structure were 'official policy', Jake et al. would not differentiate this game from the old by avoiding calling it a pure remake or reboot. It's different, they say so, therefore the wiki needs to evolve away from 1994 and match the new game. Also, you can't just randomly call something 'official policy' to make it sound more important. If you want official policy, read the articles and watch the videos from [http://forums.2kgames.com/showthread.php?117515-X-COM-Information-Summarized-READ-ME-FIRST! this 2K Forum Post]. When 2K Greg stickies it, that probably means it's 'official policy'.<br />
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:::::: {{subst:drn-notice}} [[User:Robbx213|Robbx213]] 14:01, 2 October 2012 (EDT)<br />
::::::: I know that topic quite well I wouldn't call a sticked thread made by a user 'official policy'. But by going through the list of features on the first has a strategic category that englobes Funding Council, Missions, Satellite cover and base management. Zero reference to HQ being the strategic layer. And his division is how the majority of players from the original games will look at it. <br />
::::::: Geoscape is a classic term from the series to refer to both the world globe and the Strategic level and that remained throughout the series and that both Jake Solomon and the 2K team keep using even if the term is not present in the game. The HQ base (which I love) is how you access both the strategic layer (through the Situation Room) and the world globe (through Situation Room and Mission Control) but by itself it's not the strategic layer because it's not where the center of the action is. If you put HQ as the strategic category up there it seems that the strategy involves mainly running your base and projects, which is not strategy. Strategy is determining objectives and goals based on your needs and current resources - that is separate from actually putting the strategy into place, which is what you do with base and soldier management, to allow you to achieve those goals. <br />
::::::: Now, what I've been thinking so far with all of this discussion: should the strategic layer have another name? Possibly, I'm not a zealot of keeping everything from the old game. One thing for sure would be to move up the links for Mission Control and Situation Room to replace the current Geoscape link (and if the game has a new name for it, rename the page). It may even be that XCOM HQ is the best term but there needs to be a clear separation between base management and the rest of the strategic layer of the game. [[User:Hobbes|Hobbes]] 14:47, 2 October 2012 (EDT)<br />
:::::::: I've asked at 2K's and the wiki's forums about names from the strategic layer and the responses have been: Geoscape, Ant Farm, Basescape, Strategic Layer and The Base, the closest to your suggestion of XCOM HQ. I've been also looking at the demo files and 'Geoscape' appears on the demo code to refer to the world globe, which makes it a game term. [[User:Hobbes|Hobbes]] 10:45, 3 October 2012 (EDT)<br />
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::::::::: "... there needs to be a clear separation between base management and the rest of the strategic layer of the game ..." I fundamentally disagree. I believe base management is part of strategy, not separate. I agree that "Strategy is determining objectives and goals based on your needs and current resources..." But I do not see that as "separate from actually putting the strategy into place..." To me, executing the strategy is part of the strategy. I think we're agreeing that 'base management' is choosing facilities, choosing research, choosing production, choosing/promoting soldiers. But to me, that is all part of the strategy. Good base management, aka good strategy, sets you up for success in tactical combat. For example, let's say I choose a strategy of research & manufacturing at the expense of satellite coverage. I accomplish that across the base by building more labs, foundries, and workshops and at the same time building fewer uplinks / substituting Nexus (Nexi?) / focusing the satellites I do launch over high-paying / high-panic countries / enough countries not to trigger 'doomsday'. So let's assume the game still calls the Globe the Geoscape; to me, the Globe is just one piece of strategy; actually, I think the Situation Room is a better strategy tool than the Globe. To me, the Globe has very little strategy use. Basically, you pick which mission you're going to accept. Panic, satellites, aircraft, funds, gray market... I can access all that together in the Situation Room. To me, all of that is 'managing global sentiment (& funding)', which is only a portion of the overall strategy to manage sentiment long enough to get the soldiers, euqipment, and progress to go win the game. Anywho, I've found another avenue so rather than reiterate the same points to each other over and over, let's just move on and leave it as you wish. You win.<br />
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All right chaps, break it up. I am normally very lenient and let things slide, but I feel the need to intervene as this entire discussion is starting to be counter productive. Both sides have valid points, but it seems over-enthusiasm and an unwillingness to be patient is getting the better of everyone even before we all have the retail copy of the game. If the fallout results in a mess on the wiki with redundant pages, it will be very upsetting indeed. <br />
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We can all agree that this game is very different from the original and perhaps some break in tradition is required to emphasise the basescape (I joked about it, but you know I think I'll adopt it for a while). UFO, TFTD, Apocalypse and Interceptor all followed the same noun-scape and tactical segment formats, but this form certainly wouldn't work for e-Mail X-Com or Enforcer (Enforcer had its upgrade purchase intermission screen, but that doesn't count). <br />
<br />
If you really must do things your way for now, and experiment with different ways to structure the pages, my recommendation is use a sandbox page for each page (like this <nowiki>[[EU (2012)/Heliocentric]] or [[EU (2012)/Geocentric]]</nowiki>) and create the new page to your hearts delight. We can all look at them later on an decide on how best to format the main page from there. -[[User:NKF|NKF]] 02:16, 4 October 2012 (EDT)<br />
<br />
:May I also suggest that in the interest of a well structured wiki-site; You keep your sandbox projects under your own profiles. That would be [[User:Hobbes/Sandbox page]] and [[User:Robbx213/Sandbox page]], making it absolutely clear it's a sandbox/draft page and related to that user (hence you will probably not get unwanted edits).--[[User:Kokkan|Kokkan]] 05:47, 4 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Grenade_(EU2012)&diff=40369Alien Grenade (EU2012)2012-10-26T01:24:03Z<p>Drakalu: /* Notes */ included more enemies that drop grenades and a balanced perspective on grenades</p>
<hr />
<div>STUB<br />
<br />
==Description==<br />
* ''Flavor text from Enginering-Build/Buy Items menu''<br />
<br />
==Stats==<br />
{| class="wikitable" width="25%" <br />
|+ '''Item Name'''<br />
|-<br />
! width="30px" align="center" | Property !! Info <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | Requires: || align="center" | Enemy Drop (Stunned)<br />
|-<br />
| align="center" | Cost: || align="center" | N/A <br />
|-<br />
| align="center" | Grey Market Value: || align="center" | <br />
|-<br />
| align="center" | Damage || align="center" | 5 <br />
|-<br />
| align="center" | Shot Type || align="center" | ''text here'' <br />
|-<br />
| align="center" | Terrain Damage || align="center" |<br />
|-<br />
| align="center" | Range || align="center" | <br />
|-<br />
| align="center" | Reaction Range || align="center" | <br />
|-<br />
| align="center" | Reaction Angle || align="center" | <br />
|-<br />
| align="center" | Radius (Explosives) || align="center" | <br />
|-<br />
| align="center" | Critical Chance|| align="center" |<br />
|-<br />
| align="center" | Offensive Bonus || align="center" | <br />
|-<br />
| align="center" | Abilities || align="center" | <br />
|-<br />
| align="center" | Suppression || align="center" | <br />
|-<br />
| align="center" | Size || align="center" | <br />
|-<br />
| align="center" | Health Points Bonus || align="center" | <br />
|-<br />
| align="center" | Will Bonus || align="center" | <br />
|}<br />
<br />
<br />
==Notes==<br />
*Drops from Mutons, Sectoid Commanders, Heavy Floaters, Muton Elites, and other higher tier enemies when stunned with Arc Thrower.<br />
*There's a Foundry project that can be used to upgrade all [[Frag_Grenade_(EU2012)|Frag Grenades]] to these grenades. If you use grenades often in your playstyle then this upgrade is worth it. For others, it is not worth it at all since you will get all the alien grenades you could possibly need from capturing a pair of Mutons.<br />
<br />
==See Also==<br />
''Place here internal links to wiki pages that might be relevant to the topic of the page''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Defense_(EU2012)&diff=40365Talk:Defense (EU2012)2012-10-26T00:07:07Z<p>Drakalu: </p>
<hr />
<div>I think this should be merged with Cover since Cover serves to increase a unit's defense and critical hits could go there as well since it's also related. [[User:Hobbes|Hobbes]] 10:50, 19 October 2012 (EDT)<br />
: I can see it staying here, but should definitly have cross links to things like Cover, Armors that increase defense, and abilities that increase defense (smoke grenade, TK Shield, etc) as well. ~ [[User:Drakalu|Drakalu]] 11:03, 19 October 2012 (EDT)<br />
: OK, now I see what you meant. I thought this page originally grew off of the Defense stat from the Soldier stat page instead of the Game Mechanics section. I still think it's a valid entry because there are multiple factors that increase a units' Defense stat. ~ [[User:Drakalu|Drakalu]] 11:32, 19 October 2012 (EDT)<br />
<br />
:: Is it not the other way around, Hobbes? Cover is one of the ways to increase Defence. We also have something similar in the High/Low Ground mechanic. --[[User:Kokkan|Kokkan]] 11:46, 19 October 2012 (EDT)<br />
::: Kokkan, that's what I meant above. But now that I think about it, this info should go on 2 locations: a page dealing with Soldier Stats, listing all the different modifiers for all the stats and a page/section for the Gameplay Mecanics explaining how cover/defense works. [[User:Hobbes|Hobbes]] 11:51, 19 October 2012 (EDT)<br />
: ''"Not being in cover against a shot increases critical hit chance of said shot by 50% (standing in the open or being flanked)"'' - Correct me if I'm wrong, but being in the open does not provide any defense bonus or bonus to crit. Only being flanked, basically having your back against a wall, provides the bonus to crit. ~ [[User:Drakalu|Drakalu]] 20:07, 25 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Soldier_Skills_%26_Equipment_Guide_(EU2012)&diff=40243Talk:Soldier Skills & Equipment Guide (EU2012)2012-10-23T17:50:45Z<p>Drakalu: </p>
<hr />
<div>Very through information, but please keep it with a Neutral Point of View, because there's a lot that I disagree (not the stats or the explanations) like your personal premise that Lethality is the most important issue regarding perk selection, or that you should choose Bullet Swarm over Holo-Targeting at the beginning, when to me Holo-Targeting is crucial to help rookies (and the whole squad) get kills and promotions. Some other things are incorrect/missing (Mayhem also increases damage from explosives) or it's just a matter of personal playstyle - I love Snap Shot snipers because of their ability to move and fire, it works great on the big UFOs and city maps with a lot of buildings but I also have a Sniper with Squad Sight for some maps.<br />
I think it would be much more useful to have a Guide about when/how to use each perk and let the player decide. Otherwise it's just a matter of personal opinion and that won't be much useful. My suggestion would be to have this content either reworked or moved to another page. And there's also the matter of what this Beginner Guide should have besides perk selection. [[User:Hobbes|Hobbes]] 07:33, 21 October 2012 (EDT)<br />
: Certainly has room for improvement on the NPOV side, but I think that's fine as starting point for an article. It can be reworked. However, I recommend adding a suffix to the page, otherwise it could be a beginner guide for any one of the many games if you came in here through a Google search or via another page. -[[User:NKF|NKF]] 07:37, 21 October 2012 (EDT)<br />
:: I like the stats analysis very much (I haven't had time to do it myself so it's a great read) I just think it needs a more neutral analysis. Some perks are essential like Field Medic, Revive and Savior to have Support Medic right away, I think that one everybody should agree, but as for the rest it's really a matter of playstyle. [[User:Hobbes|Hobbes]] 07:49, 21 October 2012 (EDT)<br />
<br />
The one question I have is, what difficulty level(s) were you playing when you came to these conclusions. For me, certain abilities that were previously useless made more sense when switching to Classic and Impossible. ~ [[User:Drakalu|Drakalu]] 13:50, 23 October 2012 (EDT)<br />
<br />
== Multiple POVs ==<br />
<br />
While this is a great guide, I feel that this guide is good only for a specific playstyle-IE, an aggressive one. If you want to be aggressive then that's all well and good, but many people would prefer a more subtle or defensive approach, approaches which are almost completely disregarded in this guide. Perhaps if we had multiple guides, one for each style (I believe this is already in place-isn't there an entire page dedicated to listing all the different guides for the original?) I don't think I would be a good example, but if everyone would like I could make a guide for my style, which is three supports-one a rifleman, two field medics, a heavy, and an assualt (the second field medic can be switched out for a squadsight sniper) -[[User:Krikit386|Krikit386]]<br />
:That's exactly my point above. Before the game was released I thought that the most important perks were those that expanded your 2 Actions, i.e. Snap Shot allows for Move and Fire with the Sniper Rifle, Bullet Swarm allows the Heavy to shoot twice, etc. After I started playing the game I realized that they are important (the same way that Lethality is) but you need to think about their general effect on the squad's abilities and their uses. Example: lots of people go for Squad Sight instead of Snap Shot. I like to have both, because Snap Shot is great for Abduction missions where most of the time you'll need to move to take the shot. Squad Sight also works for me on those occasions but Snap Shot fits more my style. Another example: UFO missions, I usually take Squad Sight but sometimes I'll switch to the Snap Shot sniper since he's the one more capable of using the Battle Scanner (since you'll usually keep your Squad Sight sniper behind), and you really need the Scanner to avoid unfriendly confrontations. [[User:Hobbes|Hobbes]] 10:14, 22 October 2012 (EDT)<br />
::I've started rewriting the content to make it NPOV but I only got to the Heavy and Holo-Targetting/Bullet Swarm analysis. Before I continue can everyone please check the page and give some feedback on the part I've rewritten? [[User:Hobbes|Hobbes]] 11:08, 22 October 2012 (EDT)<br />
:::Great work as ever, Hobbes. Apart from the NPOV improvements, I wonder if the article needs more context at the start though. Or if it needs renaming. It's called a Beginner Guide to the (whole) game but seems to focusing on only one important aspect, how to pick upgrades. [[User:Spike|Spike]] 11:38, 22 October 2012 (EDT)<br />
::::I agree, I think a Beginner's Guide should have more tips for overall game play, rather than focusing on Skill choices. I really like this page, I had already thought of something similar that expanded the text on the Classes page. I think it needs to be renamed and possibly we could move it individual pages for each class to better split up all this information. [[User:Hobbes|Hobbes]] 12:16, 22 October 2012 (EDT)<br />
:::::Maybe add in those overall tips. As it stands, this is more of intermediate article rather than a beginner article. It has a lot of analysis which sounds like disputation between experts. So if it's a true beginner article it needs to be simplified I think. Probably just rename it and keep it as it is. [[User:Spike|Spike]] 12:21, 22 October 2012 (EDT)<br />
::::::Meanwhile the original poster just placed again his personal opinion regarding Holo-Targeting, so I've clarified things (I hope) about what NPOV means. My only problem is the size of this article but I think it could be a great guide to help choosing abilities. [[User:Hobbes|Hobbes]] 13:38, 22 October 2012 (EDT)<br />
:::::::Hey everyone, the original author here. Sorry about the NPOV, I have a hard time scrubbing it from my style when I am dealing with something I care about. a couple things though. 1. I wasn't really intending to make a begineers guide, I was making a guide that hopefully could be useful to anyone, the begineers guide just had a big red empty spot that I plopped this into. 2. Matters of opinion I try to be honest about, but alot of things are not opinions even if they might seem like it. For example, the bulletswarm vs. holotargetting. I went back and editted your changes hobbes, sorry, I also threw in the probability curve that I was too lazy to add the first time. Or at least a part of it. Showing why the choice is a false dichotomy. Bullet swarm is more likely in a given sequence to produce more hits, period, at least for all the series I ran. 3. I would love for people to chime in about the less mathematically oriented choice and have a divsification of playstyles. I am working on a team composition guide and a guide to the geoscape, but the geoscape especially is not my specialization, I am a tactics and optimization man, and hopefully y'all can throw in. Ps apologies if I stepped on some toes, I don't have any real wiki experience. -Sodiumazide<br />
::::::::Hey, no problem :) I wasn't not questioning the math, although at the end of the stats part you wrote something like: it's highly unlikely that all 4 soldiers will shoot at the alien, which is correct, but IMO, in that case the stats that show that 5 soldiers firing at the same time have better odds than 4 don't really prove anything. The more gung-ho style of writing isn't really a problem (plenty of articles here are written in a more lighter tone) it's really that people will have different opinions. Bullet vs Holo is one example but I'm sure there are plenty more where the choices will be polarized, like Snap Shot vs Squad Sight, which is very good because then you can contrast arguments. To me the correct NPOV is to think 'explain how it works and give the same space to both arguments' (which is easier said than done). About the guide, as Spike said, right now this is an intermediate guide, which is great to have, although we needed something simpler - it could have suggestions for class builds or an initial strategy, but it should be definitely K.I.S.S. <br />
::::::::Here's one example from this wiki for such a guide: [[Starting_Your_Shadowy_Paramilitary_Organization]] [[User:Hobbes|Hobbes]] 15:16, 22 October 2012 (EDT)<br />
::::::::: I was trying to explain why Holotargetting is a false choice and why bulletswarm will in similar circumstances perform better. The problem is that an extra roll of the die is worth more than a small bonus and that the heavy himself has more valuable hits on a given probability curve. So while giving space for both sides is certainly important, it is also important to distinguish where there is only one side, despite being two choices. --[[User:Sodiumazide|Sodiumazide]] 15:26, 22 October 2012 (EDT)<br />
<br />
OK, thanks for explaining where the article came from. Maybe a good idea would be to do what we previously had for EU 1994, where there were multiple strategy guides. Multiple strategy guides gives space for more divergent points of view and means we can slightly relax NPOV on those articles where they are flagged as subjective. They also tend to be more advanced in their thinking and factual argument, like this one is - less Keep It Simple Stupid and more analytical. <br />
<br />
So we could add a main page link called Strategy Guides and then make this article the first Strategy Guide listed. The current article is better described as a strategy guide than a beginner guide. So I would suggest<br />
<br />
*add Strategy Guides link on the main page, beneath Beginner Guide<br />
*rename this page to something else, perhaps Sodiumazide's Strategy Guide? - without any redirect from Beginner Guide<br />
*create the Strategy Guides page with a link to this first Strategy Guide page<br />
<br />
Does that make sense for everyone? [[User:Spike|Spike]] 17:49, 22 October 2012 (EDT)<br />
<br />
:::I am cool with that. Probably better that way anyhoo. --[[User:Sodiumazide|Sodiumazide]] 21:41, 22 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Missions_(EU2012)&diff=40242Missions (EU2012)2012-10-23T17:40:26Z<p>Drakalu: </p>
<hr />
<div>==Mission Types==<br />
<br />
===Alien Abductions===<br />
*Mission Objectives<br />
** Sweep the abduction site and identify threats<br />
** Neutralize all hostile targets<br />
***An Alien Abduction is any battle where no civilians are involved and aliens of most any type can be found terrorizing a town. There is no UFO crash or UFO landing involved, so you will not be recovering a lot of artifacts from this type of battle. You should expect aliens to be spread throughout the entire map and sweep it accordingly.<br />
<br />
===UFO Crash Site===<br />
*Mission Objectives<br />
** Locate the crashed UFO<br />
** Sweep the area for surviving crew and neutralize them<br />
** Avoid additional damage to the craft if possible; some components may be recoverable<br />
***A UFO crash site occurs when your Interceptor or Firestorm successfully shoots down a UFO. There are many different UFO types: Small Scouts, Large Scouts, Supply Ships, Battleships, and Overseers. A Skyranger is sent immediately after downing the UFO. The battlescape is usually set at night in a remote area (there are usually no buildings involved). The aliens are usually not too far from the actual crash site but they will be expecting you since you shot them down. You may encounter aliens as close as your first move when you step away from the Skyranger. You'll encounter any alien type in a crash site battle. Once the UFO is found, you will notice substantial damage. This damage is reduced once you start using EMP cannons on your aircraft. Aliens are almost always found closely guarding the UFO and it is almost guaranteed that you will found Aliens somewhere in the UFO. Be careful not to use explosives inside the UFO so you do not damage artifacts that bring big bucks on the Gray Market or can be used for constructing your own weapons.<br />
<br />
===UFO Landing Site===<br />
*Mission Objectives<br />
**Locate and neutralize all enemy forces<br />
**Locate and gain entry to the UFO<br />
***Instead of this battle beginning with a dogflight in the skies, a UFO landing site is discovered via the council of nations or by an orbiting satellite. The aliens are not aware that you are closing in on them so they could be anywhere on the map around the UFO doing whatever it is that they do. You often find aliens much further from the UFO site in comparison to a UFO Crash Site. Expect to see any of the Alien race types. The UFO is undamaged, so try to keep it that way. Many undamaged artifacts can be found on this type of mission. Expect to always find Aliens somewhere on the UFO.<br />
<br />
===Alien Terror Attack===<br />
*Mission Objective<br />
**Approach civilians to enable evacutions<br />
**Minimize civilian casualties<br />
**Neutralize all hostile targets<br />
***Alien Terror Attacks, or Terror missions, have made a return from the original game. In this missions, the civilians will be spread randomly throughout the map. As you approach them nearby aliens will engage both you and the civilians. Each civilian lost counts against your final score. To rescue a civilian all you need to do is get close to them. Necessary proximity is indicated by a circle around each civilian. Although there is no timer or countdown on this type of mission, you need to be very quick without being reckless. Too slow and you lose civilians which can then be turned into zombies by a [[Alien_Life_Forms_(EU2012)#Chryssalid|Chryssalid]] and then eventually hatch into a new Chryssalid. Too reckless and you'll lose your troops to the overwhelming forces in these fights.<br />
<br />
===Extraction===<br />
*Mission Objective<br />
**Escort the target to the extraction point<br />
**Protect the target at all costs<br />
***Extraction missions will be given to you by the Council of Nations and involve a VIP of the council, typically a politician or other ranking official. The mission will start with a bodyguard or soldier within view of your starting point. Moving near this person will grant you more information on where the VIP is currently located. Once you make it to the VIP you will need to escort them back to the rendezvous coordinates marked on your map. More aliens will appear once you have acquired the VIP, so do not rush the VIP to the coordinates unprotected.<br />
<br />
===Rescue===<br />
*Mission Objective<br />
**Find the Target<br />
**Escort the target safely to the extraction point<br />
**Protect the target at all costs<br />
***Rescue missions are similar to extraction missions with the exception of whom you are retrieving. Instead of a VIP, you are rescuing an escaped prisoner from the aliens. Once you make it to the escapee you will need to escort them back to the rendezvous coordinates marked on your map. More aliens will appear once you have acquired the escapee, so do not rush them to the coordinates unprotected.<br />
<br />
===Asset Recovery===<br />
*Mission Objectives<br />
**Sweep the area of operations<br />
**Eliminate all opposition<br />
***This mission type is rare, but occasionally the Council will ask you to remove all the aliens from a particular area. This mission is nothing more than an Alien Abduction mission assigned to you by the Council. There is no one to escort, no one to rescue, no bombs to deactivate and no civilians involved.<br />
<br />
===Bomb Disposal===<br />
*Mission Objectives<br />
**Deactivate the bomb before it goes off<br />
**Delay the detonation countdown by deactivating the bomb's power sources<br />
**Prevent reactivation by eliminating all remaining opposition<br />
***Bomb Disposal missions require quick actions to prevent the detonation of the bomb. When you arrive, you will have a limited number of turns before the bomb detonates and there is no way to reach it in time. Fortunately, there are power nodes throughout the map that, when deactivated, will grant additional turns. Each disabled power node counts for one extra turn. Disabling several in one turn, provided they are close enough together and you aren't spreading your forces thin, is more beneficial than disabling one per turn. Once you reach the bomb there is no need to continue disabling power nodes. Disable the bomb and kill the remaining enemies to complete the mission. Be sure to guard the bomb to prevent the aliens from reactivating when you are across the map and without turns to spare. Disabling nodes and bombs counts as a free-action, similar to opening doors, so perform this action before taking a shot or otherwise ending that soldier's turn.<br />
<br />
===Spoiler===<br />
<br />
===Spoiler===<br />
<br />
===See Also===<br />
* [[UFOs (EU2012)|UFOs]] - For more information regarding salvage from landed/downed UFOs.<br />
* [[Managing Panic (EU2012)|Managing Panic]] - For more information regarding country and world panic.<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Missions_(EU2012)&diff=40241Talk:Missions (EU2012)2012-10-23T17:34:05Z<p>Drakalu: </p>
<hr />
<div>Fleshed out the remaining battle types with similar information to the missions that were already described. There are two listed as "Spoiler". I'm not sure if these are placeholders for actual missions or just in case more space was needed. --[[User:PixelOrange|PixelOrange]] 08:03, 14 October 2012 (EDT)<br />
:It's for the special missions like assaultin the alien base. But we're still deciding on how to manage the spoilers [[User:Hobbes|Hobbes]] 08:38, 14 October 2012 (EDT)<br />
::Perhaps a separate page titled "Special Missions", with a spoiler warning next to the link? [[User:COL Tatticky|COL Tatticky]] 03:40, 15 October 2012 (EDT)<br />
:::That works, it's really a matter of restricting all content about the game end on those pages. [[User:Hobbes|Hobbes]] 16:32, 15 October 2012 (EDT)<br />
<br />
Are missions going the same timing any time? For example on Impossible: Abduction on 5th day, UFO on 12th day, Abduction on 17th and Council on 25th... Some sort of. Or timings and/or order of them is randomized for every game?<br />
I think events have some x-z days to trigger and the order they come is constant. As the complex of missions for every month is also static: 2 abductions, 1 council mission and 1 small ufo for 1st month every time (or not?).<br />
It needs prooves, that's very important for i/i games (to plan is it possible to get +satellite uplink and launch +3/4 satellites in 1st month). Nite, 22 october 2012<br />
<br />
Also, how about to find some information about successful and failed mission's results: panic increase/decrease in target and nearby countries (important) and average salvage?<br />
: Salvage is difficult to cover unless you are talking about UFO recovery. We could always link back to the UFO type page to provide a information on salvage. As for panic levels, you do bring up a good point. I know much of this is covered in managing panic, but there are a few mission types that are not always clear. Can you *Not* salvage a UFO and not have it affect panic (I know a particular story UFO being shot down repeatedly & ignored had no effect). ~ [[User:Drakalu|Drakalu]] 13:34, 23 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Skeleton_Key_(EU2012)&diff=40240Skeleton Key (EU2012)2012-10-23T17:28:42Z<p>Drakalu: </p>
<hr />
<div>The Skeleton key is an item built by the engineering group as a makeshift way of getting inside an Alien facility.<br />
<br />
Only one is required, and it can be built once an captured Intruder is interrogated. This item is required in order to progress the storyline.<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=To_Do_List_(EU2012)&diff=40239To Do List (EU2012)2012-10-23T17:27:43Z<p>Drakalu: /* Images (good quality, preferably unique images) */</p>
<hr />
<div>List of the most important Pages/Templates/Images missing/incomplete/required for the EU2012 section - any help would be great. Feel free do add anything you identified as important to get a bare wiki working. Ask any questions on the Talk/Discussion tab of the page. <br />
<br />
==Pages==<br />
*[[Engineering (EU2012)|Engineering]] - First person(s) to discover and analytically prove (considering manpower, costs, materials, etc.) the most profitable item of Equipment in the game gets the '''XCOM Chief Engineer''' UFOPaedia.org award. ...Since equipment is only sold if member nations specifically request it, this information is a lot less valuable than in previous games... [[User:Torchlyte|Torchlyte]] 14:16, 14 October 2012 (EDT)<br />
*[[Research (EU2012)|Research]] - how research works. First person(s) to decipher and present the Enemy Unknown 2021 Research Tree gets the '''XCOM Chief Scientist''' UFOPaedia.org award. <br />
*[[Missions (EU2012)|Mission Types]]<br />
*[[Air Combat (EU2012)|Air Combat]] - how air combat takes place<br />
*[[SHIV (EU2012)|SHIV]]<br />
*[[Survival Guide (EU2012)|Survival Guide]]<br />
*[[Base Management (EU2012)|Base Management]]<br />
*[[Finances (EU2012)|Finances]]<br />
<br />
==Templates for individual pages==<br />
* [[Weapons (EU2012)|Weapons]]<br />
* [[Alien Life Forms (EU2012)|Alien Life Forms]]<br />
* [[UFOs (EU2012)|UFOs]]<br />
* [[Missions (EU2012)|Mission Types]]<br />
* [[Craft Armaments (EU2012)|Craft Armaments]]<br />
<br />
==Images (good quality, preferably unique images)==<br />
* All the Aliens<br />
* All the Weapons/Equipment/Armor<br />
* All the UFOs<br />
* All the Craft/Craft Armaments<br />
* HQ Facilities<br />
* Soldier Class and Rank icons<br />
<br />
<br />
<br />
I've been saving images, but I'm not sure how to upload them to the UFOpedia. The Help/Authoring links did not cover this process. ~ [[User:Drakalu|Drakalu]] 13:27, 23 October 2012 (EDT)<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&diff=40238Alien Artifacts (EU2012)2012-10-23T17:23:27Z<p>Drakalu: added info from research, manufacturing, and foundry projects</p>
<hr />
<div>{| class="wikitable sortable"<br />
|+<br />
!Item name<br />
!Gray Market Value §<br />
!Required for research/foundry project<br />
!Required for manufacturing<br />
|-<br />
|[[Sectoid Corpse (EU2012)|Sectoid Corpse]]<br />
|5<br />
|[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]], [[Xeno-Biology (EU2012)|Xeno-Biology]]<br />
|[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] (3x)<br />
|-<br />
|[[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]]<br />
|10<br />
|[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]<br />
|<br />
|-<br />
|[[Thin Men Corpse (EU2012)|Thin Men Corpse]]<br />
|5<br />
|[[Thin Men Autopsy (EU2012)|Thin Men Autopsy]], [[Foundry (EU2012)#Foundry_Projects|Improved Medkit]] (4x)<br />
|None<br />
|-<br />
|[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]<br />
|5<br />
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]<br />
|[[Chitin Plating (EU2012)|Chitin Plating]] (4x)<br />
|-<br />
|[[Outsider Shard (EU2012)|Outsider Shard]]<br />
|N/A<br />
|[[Outsider Shard (EU2012)|Outsider Shard]]<br />
|[[Skeleton Key (EU2012)|Skeleton Key]] (1x)<br />
|-<br />
|[[Floater Corpse (EU2012)|Floater Corpse]]<br />
|5<br />
|[[Floater Autopsy (EU2012)|Floater Autopsy]]<br />
|[[Defense Matrix (Dodge)(EU2012)|Defense Matrix (Dodge)]] (x3)<br />
|-<br />
|[[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]<br />
|5<br />
|[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]], [[Foundry (EU2012)#Advanced_Repair|Advanced Repair]], [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)<br />
|<br />
|-<br />
|[[Muton Corpse (EU2012)|Muton Corpse]]<br />
|5<br />
|[[Muton Autopsy (EU2012)|Muton Autopsy]], [[Foundry (EU2012)#Ammo_Conservation|Ammo Conservation]] (6x)<br />
|-<br />
|-<br />
|[[Muton Berserker Corpse (EU2012)|Muton Berserker Corpse]]<br />
|5<br />
|[[Muton Berserker Autopsy (EU2012)|Muton Berserker Autopsy]]<br />
|[[Combat Stims (EU2012)|Combat Stims]] (1x)<br />
|-<br />
|[[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]<br />
|5<br />
|[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]<br />
|<br />
|-<br />
|[[Drone Wreck (EU2012)|Drone Wreck]]<br />
|2<br />
|[[Drone Autopsy (EU2012)|Drone Autopsy]], [[Foundry (EU2012)#Drone_Capture|Drone Capture]] (4x), [[Foundry (EU2012)#Improved_Arc_Thrower|Improved Arc Thrower]] (4x), [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)<br />
|<br />
|-<br />
|[[Cyberdisk Wreck (EU2012)|Cyberdisk Wreck]]<br />
|7<br />
|[[Cyberdisk Autopsy (EU2012)|Cyberdisk Autopsy]], [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)<br />
|[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]](x2)<br />
|-<br />
|[[Sectopod Wreck (EU2012)|Sectopod Wreck]]<br />
|10<br />
|[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]], [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] (2x)<br />
|<br />
|-<br />
|[[Ethereal Corpse (EU2012)|Ethereal Corpse]]<br />
|<br />
|[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]<br />
|[[Mind Shield (EU2012)|Mind Shield]] (1x)<br />
|-<br />
|[[Elerium (EU2012)|Elerium]]<br />
|3<br />
|[[Elerium (EU2012)|Elerium]], [[Foundry (EU2012)#Improved_Pistol_III|Improved Pistol III]] (20x), [[Foundry (EU2012)#S.H.I.V._Plasma|S.H.I.V. Plasma]] (15x), [[Foundry (EU2012)#Stealth_Satellites|Stealth Satellites]] (20x)<br />
|[[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Elerium Generator (EU2012)|Elerium Generator]] (30x), [[Psionic Lab (EU2012)|Psionic Lab]] (20x), [[Plasma Cannon (EU2012)|Plasma Cannon]] (10x), [[EMP Cannon (EU2012)|EMP Cannon]] (10x), [[Fusion Lance (EU2012)|Fusion Lance]] (10x), Hover S.H.I.V. (20x), [[Firestorm (EU2012)|Firestorm]] (5x), [[Mind Shield (EU2012)|Mind Shield]] (20x), [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] (?), [[Plasma Rifle (EU2012)|Plasma Rifle]] (?), [[Alloy Cannon (EU2012)|Alloy Cannon]] (?), [[Heavy Plasma (EU2012)|Heavy Plasma]] (?), [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] (?)<br />
|-<br />
|[[Alien Alloys (EU2012)|Alien Alloys]]<br />
|2<br />
|[[Alien Materials (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]] (10x), [[Skeleton Suit (EU2012)|Skeleton Suit]] (15x), [[Beam Weapons (EU2012)|Beam Weapons]] (5x)<br />
|[[Combatr Stims (EU2012)|Combat Stims]](2x),[[Carapace Armor (EU2012)|Carapace Armor]] (15x), [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] (23x), [[Heavy Laser (EU2012)|Heavy Laser]] (23x), [[Scatter Laser (EU2012)|Scatter Laser]] (23x), [[Laser Rifle (EU2012)|Laser Rifle]] (13x), [[Laser Pistol (EU2012)|Laser Pistol]] (8x), [[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Laser Cannon (EU2012)|Laser Cannon]] (21x), [[Chitin Plating (EU2012)|Chitin Plating]] (10x)<br />
|-<br />
|[[UFO Nav Computer (EU2012)|UFO Flight Computer]]<br />
|40<br />
|[[Alien Nav Computer (EU2012)|Alien Nav Computer]] (2x), [[Foundry_(EU2012)#Foundry_Projects|Stealth Satellites]] (3x)<br />
|[[Firestorm]](2x), [[Satellite Nexus (EU2012)|Satellite Nexus]] (2x)<br />
|-<br />
|[[UFO nav-computer (damaged) (EU2012)|UFO nav-computer (damaged)]]<br />
|20<br />
| None<br />
|None<br />
|-<br />
|[[UFO Power Source (EU2012)|UFO Power Source]]<br />
|75<br />
|[[UFO Power Source (EU2012)|UFO Power Source]]<br />
|[[Firestorm]](1x), [[Elerium Generator (EU2012)|Elerium Generator]] (2x)<br />
|-<br />
|[[UFO Power Source (damaged) (EU2012)|UFO Power Source (damaged)]]<br />
|30<br />
| None<br />
| None<br />
|-<br />
|[[Weapon Fragments (EU2012)|Weapon Fragments]]<br />
|1<br />
|[[Weapon Fragment (EU2012)|Weapon Fragment]] (5x), [[Plasma Pistol (EU2012)|Plasma Pistol]] (40x), [[Beam Weapons (EU2012)|Beam Weapons]] (10x)<br />
|~All Weapons~<br />
|-<br />
|[[Alien Food (EU2012)|Alien Food]]<br />
| 10<br />
| None<br />
| None<br />
|-<br />
|[[Alien Entertainment (EU2012)|Alien Entertainment]]<br />
| 17<br />
| None<br />
| None<br />
|-<br />
|[[Alien Stasis Tank (EU2012)|Alien Stasis Tank]]<br />
| 10<br />
| None<br />
| None<br />
|-<br />
|[[Alien Surgery (EU2012)|Alien Surgery]]<br />
| 10<br />
| None<br />
| None<br />
|-<br />
|[[Fusion Core(EU2012)|Fusion Core]]<br />
| 125<br />
| [[Fusion Lance (EU2012)|Fusion Lance]], Guided Fusion Launcher<br />
| [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x)<br />
|}<br />
<br />
Note: Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game. This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead. <br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Foundry_(EU2012)&diff=40236Foundry (EU2012)2012-10-23T16:38:02Z<p>Drakalu: </p>
<hr />
<div>The foundry allows for squad wide upgrades similar to the Officer Training School. Unlike the OTS, Foundry projects take time to complete.<br />
<br />
__TOC__<br />
<br />
==Construction==<br />
The foundry must be constructed in the Ant Farm in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty.<br />
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. <br />
<br />
*Cost: 3 Power, §75<br />
*Time: 10 days<br />
*Maintenance: $20/month<br />
<br />
==Future Combat Bonus==<br />
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.<br />
<br />
==Foundry Projects==<br />
List of foundry projects.<br />
<br />
Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits.<br />
<br />
<br />
===Heavy Weapons Platform (SHIV)===<br />
*Requirements: None<br />
*Variable Cost: §70<br />
*Fixed Cost: 5 Engineers<br />
*Time: 7 days<br />
*''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.''<br />
<br />
===Alien Grenades===<br />
*Requirements: Salvaged Alien Grenade<br />
*Variable Cost: §75, 10x Elerium, 25x Alloys, <br />
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers<br />
*Time: 7 days<br />
*Frag grenades upgraded to Alien grenades. <br />
*''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...''<br />
<br />
===Improved Medkit===<br />
*Requirements: Thin Man Autopsy<br />
*Variable Cost: §125<br />
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers<br />
*Time: 14 days<br />
*+50% healing delivered by a single medkit charge.<br />
*''The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''<br />
<br />
===Improved Arc Thrower===<br />
*Requirements: Researched Arc Thrower and Elerium<br />
*Variable Cost: §100, 20 Elerium, 20 Alloys<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 14 days<br />
*Increase Stun success rate.<br />
*''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.''<br />
<br />
===Advanced Repair===<br />
*Requirements: Heavy Floater Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Improves repair rate of SHIVs and aircraft.<br />
*''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
<br />
===S.H.I.V. Laser===<br />
*Requirements: SHIV Project, Researched Heavy Lasers<br />
*Variable Cost: §100, 30x Alloys<br />
*Fixed Cost: 15x Weapon Fragment, 10 Engineers<br />
*Beam Weapon Research credit applies.<br />
*Time: 7 days (4 days)<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with laser cannon.<br />
*''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''<br />
<br />
===S.H.I.V. Plasma===<br />
*Requirements: SHIV Project, Researched Heavy Plasma<br />
*Variable Cost: §100, 15x Elerium, 22x Alloys<br />
*Fixed Cost: 30x Weapon Fragments, 20x Engineers<br />
*?<br />
*Time: 2 days<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with plasma cannon.<br />
*''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''<br />
<br />
===S.H.I.V. Repair===<br />
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon<br />
*Variable Cost: §35(?), 7x Alloys<br />
*Fixed Cost: 10x Engineers<br />
*?<br />
*Time: 4 days<br />
*Allows soldiers to repair SHIV units with Arc Thrower.<br />
<br />
===Drone Capture===<br />
*Requirements: Researched Arc Thrower, Drone Autopsy<br />
*Variable Cost: §175<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 7 days<br />
* Allows Arc Thrower to capture Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).<br />
*''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''<br />
<br />
===Ammo Conservation===<br />
*Requirements: Muton Autopsy <br />
*Variable Cost: §150, 90 Alloys<br />
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers<br />
*Beam Weapon Research Credit Applies<br />
*Time: 4 days (2 days) ; Normal+41eng=14d<br />
*All weapons can be fired twice as many times before reloading.<br />
*''Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''<br />
<br />
===Advanced Flight===<br />
*Requirements: Researched Archangel Armor<br />
*Variable Cost: §162(?), 25x Alloys<br />
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers<br />
*Flight Research Credit applies.<br />
*Time: 7 days<br />
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.<br />
<br />
===Advanced Construction===<br />
*Requirements: Sectopod Autopsy<br />
*Variable Cost: §187(?), 25x Alloys<br />
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers<br />
*?<br />
*Time: 14 days<br />
*Allows you to construct facilities in half time for double cost(toggled when facility is ordered)<br />
*''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''<br />
<br />
===Improved Pistol I===<br />
*Requirements: None<br />
*Variable Cost: §75<br />
*Fixed Cost: 5x Weapon Fragment, 5 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Critical Chance<br />
*''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...''<br />
<br />
===Improved Pistol II===<br />
*Requirements: Researched Beam Weapons<br />
*Variable Cost: §150 credits, 20 Alloys<br />
*Fixed Cost: 25x Weapon Fragment, 10 Engineers<br />
*Time: 2 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Aim<br />
*''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''<br />
<br />
===Improved Pistol III===<br />
*Requirements: Researched Plasma Pistol<br />
*Variable Cost: §250, 20x Elerium, 20x Alloys<br />
*Fixed Cost: 50x Weapon Fragment, 20 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Damage<br />
<br />
===SHIV Suppression===<br />
*Requirements: SHIV Project<br />
*Variable Cost: §20<br />
*Fixed Cost: 15 Engineers<br />
*Time: (N+46) 7d<br />
*''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.''<br />
<br />
===Stealth Satellites===<br />
*Requirements: Researched Alien Nav Computer<br />
*Variable Cost: §150, 20 Elerium, 20 Alloys<br />
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers<br />
*Time: Unknown<br />
*Makes satellites harder to detect by aliens.<br />
*''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''<br />
<br />
===S.C.O.P.E. Upgrade===<br />
*Requirements: Researched Weapon Fragments<br />
*Variable Cost: §75<br />
*Fixed Cost: 15 Weapon Fragments, 10 Engineers<br />
*Time: Unknown<br />
*Beam Weapons research credit applies.<br />
*Increase Critical Chance<br />
*''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&diff=39740XCOM Headquarters (EU2012)2012-10-19T16:59:51Z<p>Drakalu: /* See Also */</p>
<hr />
<div>[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]<br />
''In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the '''Ant Farm''' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.'' <br />
<br />
<br />
__TOC__<br />
<br />
<br />
== Basic Facilities==<br />
The '''HQ''' view displays the Time and Date, the number of ''Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] & [[Elerium (EU2012)|Elerium]]'' (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons: <br />
<br />
[[Mission Control (EU2012)|Mission Control]]<br />
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global coverage, and watch aircraft on their way to a mission.<br />
<br />
[[Hangar (EU2012)|Hangar]]<br />
* Houses the base's Skyranger troop transport and its Interceptors. Allows to equip, check the status of repairs and transfer Interceptors throughout Earth's continents.<br />
<br />
[[Barracks (EU2012)|Barracks]]<br />
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, customize their appearance, and equip them for missions. You can also hire new soldiers, access the [[Officer Training School (EU2012)|Officer Training School]] & [[Psi Lab (EU2012)|Psi Lab]], and visit the Memorial to fallen troopers. <br />
* Capacity: 99 soldiers. <br />
<br />
[[Research (EU2012)|Research]]<br />
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists, review earned Research Credits, and completed Research Projects.<br />
<br />
[[Engineering (EU2012)|Engineering]]<br />
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment. Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].<br />
* Build additional facilities, excavate lower levels and build [[Access Lift (EU2012)|Access Lifts]]. <br />
<br />
[[Situation Room (EU2012)|Situation Room]]<br />
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it's possible to raise credits by selling advanced technology to Earth's nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|- <br />
| OLD DATA<br />
|-<br />
|<br />
* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions. <br />
* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases. <br />
* [[Research (EU2012)|Research]] - Manage your research projects and view archive.<br />
* [[Engineering (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.<br />
* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.<br />
* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.<br />
|}<br />
<br />
== Base Expansion==<br />
In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated (5 days, §10-§80 depending on the depth) in order to build a new facility. Facilities may also be dismantled for §5. The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (''visible on easy, normal and classic difficulty''), which provide extra energy required to deploy Thermal Power Generators.<br />
<br />
'''Additional Facilities'''<br />
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels. <br />
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]<br />
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes<br />
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab<br />
* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities<br />
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities. <br />
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries<br />
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost<br />
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent<br />
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.<br />
<br />
<br />
<!-- SPOILERS, ADD IN LATER --><br />
* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]<br />
* [[Psionic Lab (EU2012)| Psionic Lab]]<br />
* [[Gollop Chamber (EU2012)| Gollop Chamber]]<br />
<!-- --><br />
<br />
<br />
===Base Design===<br />
Be considerate of the available expansions slots you leave in the long-term. As an example, building several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. As you near the end of the game you may run out of space and have to remove facilities, so utilize your space as best possible. Depending on factors like Steam Vents, Research, Satellites and so on, you will have to decide what to cut back on. Also note that you do not have to build facilities sequentially out from the Access Lift; you need only excavate out to the slot in which you want to build a facility (i.e., all the slots between it and the Access Lift are excavated but may be empty).<br />
<br />
==== Adjacency Bonuses ====<br />
The position of the facilities in relation to one another will provide bonuses to their output. For example, building Labs next to each other provide an adjacency bonus that increases the speed of research. Note that a facility next to two other facilities generates two adjacency bonuses. For example, four Satellite Uplinks in a 2x2 square would allow 12 satellites (8 regular + 4 bonus). A green plus symbol on the dashed border between two facilities in the Build Facilities screen indicates an adjacency is in effect.<br />
<br />
==== Steam Vents ====<br />
<br />
== See Also ==<br />
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential<br />
* [[Engineering_(EU2012)#Build_Facilities|Build Facilities]] - For a list of base expansion projects and cost/requirements<br />
<br />
{| class="wikitable"<br />
|-<br />
| Old Data<br />
|-<br />
|<br />
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements<br />
|}<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&diff=39739XCOM Headquarters (EU2012)2012-10-19T16:56:57Z<p>Drakalu: /* Basic Facilities */ colsolidated from old Base Facilities page</p>
<hr />
<div>[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]<br />
''In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the '''Ant Farm''' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.'' <br />
<br />
<br />
__TOC__<br />
<br />
<br />
== Basic Facilities==<br />
The '''HQ''' view displays the Time and Date, the number of ''Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] & [[Elerium (EU2012)|Elerium]]'' (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons: <br />
<br />
[[Mission Control (EU2012)|Mission Control]]<br />
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global coverage, and watch aircraft on their way to a mission.<br />
<br />
[[Hangar (EU2012)|Hangar]]<br />
* Houses the base's Skyranger troop transport and its Interceptors. Allows to equip, check the status of repairs and transfer Interceptors throughout Earth's continents.<br />
<br />
[[Barracks (EU2012)|Barracks]]<br />
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, customize their appearance, and equip them for missions. You can also hire new soldiers, access the [[Officer Training School (EU2012)|Officer Training School]] & [[Psi Lab (EU2012)|Psi Lab]], and visit the Memorial to fallen troopers. <br />
* Capacity: 99 soldiers. <br />
<br />
[[Research (EU2012)|Research]]<br />
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists, review earned Research Credits, and completed Research Projects.<br />
<br />
[[Engineering (EU2012)|Engineering]]<br />
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment. Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].<br />
* Build additional facilities, excavate lower levels and build [[Access Lift (EU2012)|Access Lifts]]. <br />
<br />
[[Situation Room (EU2012)|Situation Room]]<br />
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it's possible to raise credits by selling advanced technology to Earth's nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|- <br />
| OLD DATA<br />
|-<br />
|<br />
* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions. <br />
* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases. <br />
* [[Research (EU2012)|Research]] - Manage your research projects and view archive.<br />
* [[Engineering (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.<br />
* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.<br />
* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.<br />
|}<br />
<br />
== Base Expansion==<br />
In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated (5 days, §10-§80 depending on the depth) in order to build a new facility. Facilities may also be dismantled for §5. The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (''visible on easy, normal and classic difficulty''), which provide extra energy required to deploy Thermal Power Generators.<br />
<br />
'''Additional Facilities'''<br />
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels. <br />
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]<br />
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes<br />
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab<br />
* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities<br />
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities. <br />
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries<br />
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost<br />
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent<br />
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.<br />
<br />
<br />
<!-- SPOILERS, ADD IN LATER --><br />
* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]<br />
* [[Psionic Lab (EU2012)| Psionic Lab]]<br />
* [[Gollop Chamber (EU2012)| Gollop Chamber]]<br />
<!-- --><br />
<br />
<br />
===Base Design===<br />
Be considerate of the available expansions slots you leave in the long-term. As an example, building several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. As you near the end of the game you may run out of space and have to remove facilities, so utilize your space as best possible. Depending on factors like Steam Vents, Research, Satellites and so on, you will have to decide what to cut back on. Also note that you do not have to build facilities sequentially out from the Access Lift; you need only excavate out to the slot in which you want to build a facility (i.e., all the slots between it and the Access Lift are excavated but may be empty).<br />
<br />
==== Adjacency Bonuses ====<br />
The position of the facilities in relation to one another will provide bonuses to their output. For example, building Labs next to each other provide an adjacency bonus that increases the speed of research. Note that a facility next to two other facilities generates two adjacency bonuses. For example, four Satellite Uplinks in a 2x2 square would allow 12 satellites (8 regular + 4 bonus). A green plus symbol on the dashed border between two facilities in the Build Facilities screen indicates an adjacency is in effect.<br />
<br />
==== Steam Vents ====<br />
<br />
== See Also ==<br />
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements<br />
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential<br />
* [[Engineering_(EU2012)#Build_Facilities|Build Facilities]] - For a list of base expansion projects and cost/requirements<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Gray_Market_(EU2012)&diff=39738Talk:Gray Market (EU2012)2012-10-19T16:39:16Z<p>Drakalu: Created page with "Old Gray Market page has been superseded by the Alien Artifact page. Should probably merge/rename these two somehow. ~ ~~~~"</p>
<hr />
<div>Old Gray Market page has been superseded by the Alien Artifact page. Should probably merge/rename these two somehow. ~ [[User:Drakalu|Drakalu]] 12:39, 19 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&diff=39736XCOM Headquarters (EU2012)2012-10-19T16:36:44Z<p>Drakalu: /* See Also */</p>
<hr />
<div>[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]<br />
''In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the '''Ant Farm''' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.'' <br />
<br />
<br />
__TOC__<br />
<br />
<br />
== Basic Facilities==<br />
The '''HQ''' view displays the Time and Date, the number of ''Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] & [[Elerium (EU2012)|Elerium]]'' (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons: <br />
<br />
* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions. <br />
* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases. <br />
* [[Research (EU2012)|Research]] - Manage your research projects and view archive.<br />
* [[Engineering (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.<br />
* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.<br />
* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.<br />
<br />
<br />
<br />
<br />
== Base Expansion==<br />
In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated (5 days, §10-§80 depending on the depth) in order to build a new facility. Facilities may also be dismantled for §5. The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (''visible on easy, normal and classic difficulty''), which provide extra energy required to deploy Thermal Power Generators.<br />
<br />
'''Additional Facilities'''<br />
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels. <br />
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]<br />
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes<br />
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab<br />
* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities<br />
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities. <br />
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries<br />
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost<br />
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent<br />
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.<br />
<br />
<br />
<!-- SPOILERS, ADD IN LATER --><br />
* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]<br />
* [[Psionic Lab (EU2012)| Psionic Lab]]<br />
* [[Gollop Chamber (EU2012)| Gollop Chamber]]<br />
<!-- --><br />
<br />
<br />
===Base Design===<br />
Be considerate of the available expansions slots you leave in the long-term. As an example, building several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. As you near the end of the game you may run out of space and have to remove facilities, so utilize your space as best possible. Depending on factors like Steam Vents, Research, Satellites and so on, you will have to decide what to cut back on. Also note that you do not have to build facilities sequentially out from the Access Lift; you need only excavate out to the slot in which you want to build a facility (i.e., all the slots between it and the Access Lift are excavated but may be empty).<br />
<br />
==== Adjacency Bonuses ====<br />
The position of the facilities in relation to one another will provide bonuses to their output. For example, building Labs next to each other provide an adjacency bonus that increases the speed of research. Note that a facility next to two other facilities generates two adjacency bonuses. For example, four Satellite Uplinks in a 2x2 square would allow 12 satellites (8 regular + 4 bonus). A green plus symbol on the dashed border between two facilities in the Build Facilities screen indicates an adjacency is in effect.<br />
<br />
==== Steam Vents ====<br />
<br />
== See Also ==<br />
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements<br />
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential<br />
* [[Engineering_(EU2012)#Build_Facilities|Build Facilities]] - For a list of base expansion projects and cost/requirements<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&diff=39735Engineering (EU2012)2012-10-19T16:35:05Z<p>Drakalu: /* Build Facilities */</p>
<hr />
<div>[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOMs head of engineering.]]<br />
''In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.''<br />
<br />
== Dr. Shen ==<br />
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.<br />
<br />
<br />
== Resources ==<br />
'' Info on resources, cost & time''<br />
* Credits<br />
* Elerium<br />
* Alloys<br />
<br />
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.<br />
<br />
The formula for the cost of a manufactured item is:<br />
<br />
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]<br />
<br />
== Workshops ==<br />
''Info on workshops and bonus.''<br />
<br />
== The Foundry ==<br />
The Foundry is one of two places you can research equipment upgrades.<br />
<br />
[[Foundry (EU2012)|Foundry Projects]]<br />
<br />
== Build/Buy Items==<br />
<br />
=== Build Items ===<br />
{| class="wikitable sortable" width="100%" <br />
|+ <br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|-<br />
| align="center" | [[Combat Stims (EU2012) | Combat Stims]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Mind Shield (EU2012) | Mind Shield]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
|align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants. || align="center" | None || align="center" | §25<br/>5 Engineers || align="center" | Immediate<br />
|-<br />
| align="center" | [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Chitin Plating (EU2012)|Chitin Plating]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Laser Pistol (EU2012)|Laser Pistol]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Laser Rifle (EU2012)|Laser Rifle]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Laser Scatter (EU2012)|Laser Scatter]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Heavy Laser (EU2012)|Heavy Laser]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Plasma Rifle (EU2012)|Plasma Rifle]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Alloy Cannon (EU2012)|Alloy Cannon]] || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | [[Heavy Plasma (EU2012)|Heavy Plasma]] || align="center" | || align="center" | || align="center" | || align="center" | <br />
|-<br />
| align="center" | [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align="center" | || align="center" | || align="center" | || align="center" | <br />
|}<br />
<br />
=== Build Armor ===<br />
<br />
{| class="wikitable sortable" width="100%" <br />
|+ <br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|-<br />
| align="center" | Carapace Armour || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Skeleton Suit || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Titan Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Ghost Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Archangel Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|-<br />
| align="center" | Psi Armor || align="center" | || align="center" | || align="center" | || align="center" |<br />
|}<br />
<br />
=== Vehicles ===<br />
{| class="wikitable" width="100%" <br />
|+ <br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Satellite (EU2012)|Satellite]] || align="center" | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight || align="center" | None || align="center" | §100<br/>5 Engineers || align="center" | 20d<br />
|-<br />
| align="center" | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align="center" | The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. || align="center" | Experimental Warfare || align="center" | §20 (Normal)<br/>5 Engineers || align="center" | Immediate<br />
|-<br />
| align="center" | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align="center" | Activate this module during interception to provide an immediate, temporary booste to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. || align="center" | Sectoid Autopsy || align="center" | §5 (Normal)<br/> 3x Sectoid Corpse <br/> 5 Engineers || align="center" | Immediate<br />
|-<br />
| align="center" | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align="center" | ''"Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field."'' || align="center" | Alien Alloys, Heavy Weapons Platform (SHIV) || align="center" | §75<br/>20 Alloys <br/>10 Engineers || align="center" | (N+46) 7d<br />
|-<br />
| align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | ''"The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs."'' || align="center" | Heavy Weapons Platform (SHIV)|| align="center" | §45<br/>5 Engineers || align="center" | (N+46) 7d<br />
|}<br />
<br />
== Build Facilities ==<br />
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.<br />
After researching [[Advanced Construction (RU2012)|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. <br />
<br />
{| class="wikitable" width="100%" <br />
|+ Facilities<br />
|- <br />
! width="15%" align="center" | Facility<br />
! width="25%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="10%" align="center" | Maintenance<br />
! width="20%" align="center" | Bonus<br />
! width="10%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
<!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --><br />
|-<br />
| align="center" | [[Access Lift (EU2012)|Access Lift]] <br />
| align="center" | Required to access a level. <br />
| align="center" | None <br />
| align="center" | §50<br/>2 Power <br />
| align="center" | §10/month <br />
| align="center" | None <br />
| align="center" | 5d<br />
<!-- END ONE SECTION --><br />
|-<br />
| align="center" | [[Satellite Uplink (EU2012)|Satellite Uplink]] || align="center" | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites. || align="center" | None || align="center" | §150<br/>5 Power<br/>10 Engineers || align="center" | §15 || align="center" | +1 Satellite capacity for every two uplinks constructed adjacent to another. || align="center" | 14d<br />
|-<br />
| align="center" | [[Satellite Nexus (EU2012)|Satellite Nexus]] || align="center" | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. || align="center" | Alien Nav Computer Research || align="center" | §300<br/>8 Power<br/>25 Engineers<br/>25x Alloys<br/>2x UFO Flight Computer || align="center" | §26/month || align="center" | +1 Satellite capacity for every adjacent uplink. || align="center" | 21d<br />
|-<br />
| align="center" | [[Laboratory (EU2012)|Laboratory]] || align="center" | Each laboratory increases research speed by 20%. || align="center" | Acquire 1+ scientist || align="center" | §125<br/>3 Power<br/>6 Scientists || align="center" | §24/month || align="center" | +10% increase to research speed for every adjacent laboratory. || align="center" | 10d<br />
|-<br />
| align="center" | [[Workshop (EU2012)|Workshop]] || align="center" | Each workshop adds 5 engineers to our staff. || align="center" | Acquire 1+ engineer || align="center" | §130<br/>3 Power<br/>15 Engineers || align="center" | §26/month || align="center" | +7% refund on resources used when building vehicles, foundry projects and facilities. || align="center" | 10d<br />
|-<br />
| align="center" | [[Foundry (EU2012)| The Foundry]] || align="center" | Develop new combat items or improve current items in the Foundry. || align="center" | Experimental Warfare Research || align="center" | §75<br/>3 Power || align="center" | §20/month || align="center" | None. || align="center" | 10d<br />
|-<br />
| align="center" | [[Alien Containment (EU2012)| Alien Containment]] || align="center" | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. || align="center" | Xenobiology Research || align="center" | §85<br/>5 Power || align="center" | §18/month || align="center" | None. || align="center" | 7d<br />
|-<br />
| align="center" | [[Power Generator (EU2012)|Power Generator]] || align="center" | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. || align="center" | None || align="center" | §60 || align="center" | §11/month || align="center" | +2 power for every adjacent power facility. || align="center" | 5d<br />
|-<br />
| align="center" | [[Thermo Generator (EU2012)|Thermo Generator]] || align="center" | Thermal Power Generators supply +20 power, but must be built over steam vents. || align="center" | Steam Vent || align="center" | §200 || align="center" | §23/month || align="center" | +2 power for every adjacent power facility. || align="center" | 8d<br />
|-<br />
| align="center" | [[Elerium Generator (EU2012)|Elerium Generator]] || align="center" | Elerium Power Generators supply +30 power. || align="center" |UFO Power Source Research || align="center" | §275<br/>40x Alloys<br/>30x Elerium<br/>2x UFO Power Source|| align="center" | §29/month || align="center" | +2 power for every adjacent power facility. || align="center" | 14d<br />
|-<br />
| align="center" | [[Psionic Lab (EU2012)|Psionoic Lab]] <br />
| align="center" | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. <br />
| align="center" | Interrogate (Classic) / Autopsy (Normal) <br/> Sectoid Commander<br />
| align="center" | 3 Power<br/> §200<br/> 20x Elerium<br/> 20x Alloys <br />
| align="center" | §30/month <br />
| align="center" | None <br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Gollop Chamber (EU2012)| Gollop Chamber]] || align="center" | Once we build this facility, a psionically powerful soldier will be able to access the Ethereal's psychic net. || align="center" | Ethereal Device Research || align="center" | §200<br/>5 Power || align="center" | §100/month || align="center" | None. || align="center" | 14d<br />
|-<br />
| align="center" | [[Hyperwave Relay (EU2012)|Hyperwave Relay]] <br />
| align="center" | Provides extra information about UFOs, such as number of crew, species and their objective. Cannot remove this facility. <br />
| align="center" | Hyperwave Communication Research<br />
| align="center" | 4 Power<br/> §175<br/> 10x Alloys<br/> 1x Hyperwave Beacon <br />
| align="center" | §30/month <br />
| align="center" | None.<br />
| align="center" | 14d<br />
|-<br />
| align="center" | [[Officer Training School (EU2012)|Officer Training School]] <br />
| align="center" | Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining. <br />
| align="center" | Sergeant rank (Classic)<br />
| align="center" | 3 Power<br/> §125<br/> <br />
| align="center" | §25/month<br />
| align="center" | None.<br />
| align="center" | 8d<br />
|}<br />
<br />
== See Also ==<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Base_Facilities_(EU2012)&diff=39732Talk:Base Facilities (EU2012)2012-10-19T16:27:52Z<p>Drakalu: /* Merging */</p>
<hr />
<div>== Merging ==<br />
What is the main difference between this page [[Base Facilities (EU2012)]] and the [[XCOM Headquarters (EU2012)]] page? <br/><br />
I suggest merging these two in one and the same page, with the appropriate sub-sections instead. --[[User:Kokkan|Kokkan]] 16:40, 7 October 2012 (EDT)<br />
: This page was created before the game was released (I remember digging down to populate a lot of it). Now the information is accessible in other, easier to find areas. I'm content to remove this page as long as there are appropriate cross links between the remaining pages. Give me a few minutes to make some adjustments and I'll mark this page for review/deletion (while leaving it in place). ~ [[User:Drakalu|Drakalu]] 12:27, 19 October 2012 (EDT)<br />
<br />
==XCOM facilities chart==<br />
<br />
What is the purpose of this? Just an incomplete list of all facilities, each with the same image? The complete list of all facilities can be seen in table of contents while images does not make any sense. I would remove it.<br />
[[User:Jarcionek|Jarcionek]] 11:28, 14 October 2012 (EDT)<br />
:I made the image before the game was release, I didnt' include some facilities because of spoilers but I can easily add them. [[User:Hobbes|Hobbes]] 12:27, 19 October 2012 (EDT)<br />
<br />
<!--<br />
<nowiki>*****SPOILERS*****</nowiki><br />
Here's the missing information for the page for the demo files:<br><br />
AccessLift, iCash=50, iElerium=0, iAlloys=0, iMaintenance=10, iTime=5, iPower=-2)<br><br />
ScienceLab, iCash=125, iElerium=0, iAlloys=0, iMaintenance=24, iTime=10, iPower=-3)<br> <br />
Workshop, iCash=130, iElerium=0, iAlloys=0, iMaintenance=26, iTime=10, iPower=-3) <br><br />
SmallRadar, iCash=150, iElerium=0, iAlloys=0, iMaintenance=15, iTime=14, iPower=-5) <br><br />
Power, iCash=60, iElerium=0, iAlloys=0, iMaintenance=11, iTime=5, iPower=6);MAKE SURE TO SYNC THIS WITH POWER_NORMAL<br><br />
Foundry, iCash=75, iElerium=0, iAlloys=0, iMaintenance=20, iTime=10, iPower=-3) <br><br />
OTS, iCash=125, iElerium=0, iAlloys=0, iMaintenance=25, iTime=8, iPower=-3) <br><br />
AlienContain, iCash=85, iElerium=0, iAlloys=0, iMaintenance=18, iTime=7, iPower=-5) <br><br />
LargeRadar, iCash=300, iElerium=0, iAlloys=25, iMaintenance=26, iTime=21, iPower=-8) <br> <br />
ThermalPower, iCash=200, iElerium=0, iAlloys=0, iMaintenance=23, iTime=8, iPower=20);MAKE SURE TO SYNC THIS WITH POWER_THERMAL<br><br />
EleriumGenerator,iCash=275, iElerium=30,iAlloys=40, iMaintenance=29, iTime=14, iPower=30);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM<br><br />
PsiLabs, iCash=200, iElerium=20,iAlloys=20, iMaintenance=30, iTime=14, iPower=-3) <br> <br />
HyperwaveRadar, iCash=175, iElerium=0, iAlloys=10, iMaintenance=30, iTime=14, iPower=-4) <br><br />
DeusEx, iCash=200, iElerium=10,iAlloys=10, iMaintenance=100,iTime=14, iPower=-5)<br><br />
--></div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Defense_(EU2012)&diff=39722Talk:Defense (EU2012)2012-10-19T15:32:59Z<p>Drakalu: </p>
<hr />
<div>I think this should be merged with Cover since Cover serves to increase a unit's defense and critical hits could go there as well since it's also related. [[User:Hobbes|Hobbes]] 10:50, 19 October 2012 (EDT)<br />
: I can see it staying here, but should definitly have cross links to things like Cover, Armors that increase defense, and abilities that increase defense (smoke grenade, TK Shield, etc) as well. ~ [[User:Drakalu|Drakalu]] 11:03, 19 October 2012 (EDT)<br />
: OK, now I see what you meant. I thought this page originally grew off of the Defense stat from the Soldier stat page instead of the Game Mechanics section. I still think it's a valid entry because there are multiple factors that increase a units' Defense stat. ~ [[User:Drakalu|Drakalu]] 11:32, 19 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Soldiers_(EU2012)&diff=39721Soldiers (EU2012)2012-10-19T15:30:35Z<p>Drakalu: /* Locked */ added cross link to Defense page</p>
<hr />
<div>[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]<br />
''Soldiers are your most important and valuable unit in ''[[EU (2012)|Enemy Unknown 2012]]'' and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]'s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities. It is also possible to customize your soldiers' name, call sign and physical appearance.'' <br />
<br />
__TOC__<br />
<br />
You may increase your combat troops through the following:<br />
* By hiring them through the Barracks facilities (and sacking them as well). <br />
* By receiving soldiers of specific rank/class as a Funding Council reward for the completion of specific combat missions. You get to select how they skill up.<br />
* Finally there are also 'XCOM [[Hero (EU2012)|heroes]]' - those are beefed up soldiers you can unlock as an Easter Egg but unlocking will disable the achievement score. <br />
<br />
==Attributes==<br />
{{Col}}<br />
===Status===<br />
* Status<br />
** Active<br />
** On Mission<br />
** Wounded<br />
** Gravely Wounded<br />
** Tired<br />
** Exhausted<br />
** KIA<br />
** Psionic Testing<br />
* Number of Missions<br />
* Number of Kills<br />
{{ColBreak}}<br />
<br />
=== Customizable ===<br />
* First and Last Name<br />
* Nickname (earned at Sergeant rank)<br />
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair<br />
* Armor Appearance and Color (Pre-Order perk)<br />
{{ColBreak}}<br />
<br />
=== Locked ===<br />
* Gender (Male/Female)<br />
* Rank (see below)<br />
* [[Soldiers (EU2012)#Nationality|Country]]<br />
* [[Classes (EU2012)|Class]]<br />
* [[Stats (EU2012)|Stats]]<br />
** Attack<br />
** [[Defense (EU2012)|Defense]]<br />
** Will<br />
** Aim<br />
** Mobility<br />
** Other<br />
{{EndCol}}<br />
<br />
=== Nationality ===<br />
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]<br />
[[image:Flag_of_Australia.png|40px| Australia]] <br />
[[image:Flag_of_Belgium.png||40px| Belgium]] <br />
[[image:Flag_of_Brazil.png|40px| Brazil]] <br />
[[image:Flag_of_Canada.png|40px| Canada]] <br />
[[image:Flag_of_China.png|40px| China]]<br />
[[image:Flag_of_Egypt.png|40px| Egypt]]<br />
[[image:Flag_of_France.png|40px| France]]<br />
[[image:Flag_of_Germany.png|40px| Germany]]<br />
[[image:Flag_of_Greece.png|40px| Greece]]<br />
[[image:Flag_of_ India.png|40px| India]]<br />
[[image:Flag_of_ Ireland.png|40px| Ireland]]<br />
[[image:Flag_of_Israel.png|40px| Israel]]<br />
[[image:Flag_of_Italy.png|40px| Italy]]<br />
[[image:Flag_of_Japan.png|40px| Japan]]<br/><br />
[[image:Flag_of_Mexico.png|40px| Mexico]]<br />
[[image:Flag_of_Netherlands.png|40px| Netherlands]]<br />
[[image:Flag_of_Nigeria.png|40px| Nigeria]]<br />
[[image:Flag_of_Norway.png|40px| Norway]]<br />
[[image:Flag_of_Russia.png|40px| Russia]]<br />
[[image:Flag_of_Saudi_Arabia.png|40px| Saudi Arabia]]<br />
[[image:Flag_of_Scotland.png|40px| Scotland]]<br />
[[image:Flag_of_South_Africa.png|40px| South Africa]]<br />
[[image:Flag_of_South_Korea.png|40px| South Korea]]<br />
[[image:Flag_of_Spain.png|40px| Spain]]<br />
[[image:Flag_of_Sweden.png|40px| Sweden]]<br />
[[image:Flag_of_UK.png|40px| United Kingdom]]<br />
[[image:Flag_of_Ukraine.png|40px| Ukraine]]<br />
[[image:Flag_of_USA.png|40px| USA]]<br/><br />
''Point on flag for country name.''<br />
<br />
==Classes==<br />
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.<br />
<br />
<table class="wikitable" style="text-align:center;" width="100%"><br />
{| class="wikitable" width="100%" <br />
|+ Class Comparison<br />
|- <br />
! width="75px" align="center" | Class !! Description !! Move and Fire !! Firepower !! Aim !! Critical Hit Chance !! Primary Ability !! Primary Weapon<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Rookie''' || align="center" | Basic unit || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | None || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | '''Assault''' || align="center" | Close combat unit || align="center" | Yes || align="center" | Normal || align="center" | Normal || align="center" | High || align="center" | Run & Gun ||align="center" | [[Shotgun (EU2012)|Shotgun]]<br />
|-<br />
| align="center" | '''Heavy''' || align="center" | High-caliber and explosive firepower || align="center" | Yes || align="center" | High || align="center" | Normal || align="center" | Normal || align="center" | Rocket Launcher || align="center" | [[LMG (EU2012)|LMG]]<br />
|-<br />
| align="center" | '''Sniper''' || align="center" | Long-range accurate fire || align="center" | No || align="center" | Normal || align="center" | High || align="center" | High || align="center" | Headshot ||align="center" | [[Sniper Rifle (EU2012)|Sniper Rifle]]<br />
|-<br />
| align="center" | '''Support''' || align="center" | Jack of all trades || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | Smoke Grenade || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | '''Psionic*''' || align="center" | Mental powers || align="center" | * || align="center" | * || align="center" | * || align="center" | * || align="center" | * || align="center" | *<br />
|-<br />
|}<br />
<nowiki>* Psionic class is a sub-class build from existing soldiers so it's stats will be based on the starting class.</nowiki><br />
<br />
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.<br />
<br />
==Ranks==<br />
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies' stats start at the following base values:<br />
{| class="wikitable" style="text-align: center;"<br />
! width="75px" | Rookie !! width="75px" | Easy !! width="75px" | Normal !! width="75px" | Classic !! width="75px" | Impossible<br />
|-<br />
| '''Health''' || 6 || 5 || 4 || 3<br />
|-<br />
| '''Will''' || 40 || 40 || 40 || 40<br />
|-<br />
| '''Offense<br>Aim''' || 65 || 65 || 65 || 65<br />
|-<br />
| '''Defense''' || 0 || 0 || 0 || 0<br />
|}<br />
<br />
<br />
Once a rookie is promoted, they then get the following stat bonuses:<br />
{| class="wikitable" width="100%" <br />
|+ Class, Rank and Stats Bonuses<br />
|- <br />
! width="75px" align="center" | Class !! [[File:Squaddie icon.jpg|20px]] Squaddie !! [[File:Corporal icon.jpg|18px]] Corporal !! [[File:Sergeant (EU2012).jpg|25px]] Sergeant !! [[File:Lieutenant (EU2012).jpg|20px]] Lieutenant !! [[File:Captain (EU2012).jpg|25px]] Captain !! [[File:Major (EU2012).jpg|20px]] Major !! [[File:Colonel (EU2012).jpg|25px]] Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Assault''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 4<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 24<br>Will + 14''<br />
|-<br />
| align="center" | '''Heavy''' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
| align="center" | '''Sniper''' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 4<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 7<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 3<br>Aim + 40<br>Will + 14''<br />
|-<br />
| align="center" | '''Support''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 25<br>Will + 14''<br />
|-<br />
|}<br />
<br />
In addition to the fixed stat bonuses above, there is a random 0-4 bonus for willpower at each level. If the Iron Will upgrade was purchased at the Foundry, another 2-6 willpower can be gained on top that too.<br />
<br />
==Abilities/Perks==<br />
Perks are special [[Abilities (EU2012)|abilities]] given to specific classes or the entire squad. They can be acquired through the following:<br />
* Soldier can choose between two specific class abilities upon promotion (exclusively)<br />
* Purchased through the Officer Training School (require presence of high rank officer(s)) <br />
* Equipment, research, and upgrades may also provide additional abilities for your squad.<br />
<br />
==See Also==<br />
* [[Stats (EU2012)|Stats]]<br />
<br />
* [[Classes (EU2012)|Soldier Classes]]<br />
<br />
* [[Abilities (EU2012)|List of all Abilities]]<br />
<br />
* [[Equipment (EU2012)|General Equipment]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Defense_(EU2012)&diff=39720Defense (EU2012)2012-10-19T15:28:29Z<p>Drakalu: </p>
<hr />
<div>Defense is the skill that reduces the chance of being hit. Defense can be increased by armor or smoke grenades, or altitude, as well as taking [[Cover (EU2012)|cover]]. Some aliens have innate Defense bonuses. Each point of defense reduces that chance that a target can be hit by 1%.<br />
<br />
<br />
Cover:<br />
*Low Cover: +20 <br />
*High Cover: +40 <br />
<br />
<br />
Abilities that increase Defense:<br />
*Hunker Down (all): Doubles cover bonus.<br />
*Tactical Sense (Assault): +5 per enemy in sight (max +20). <br />
*Damn good ground (Sniper): +10 vs targets on lower elevation (in addition to normal bonuses).<br />
*Low Profile (Sniper): All cover counts as high cover.<br />
*Smoke grenade (Support): +20 to all targets in area.<br />
** Dense Smoke: increases Smoke Grenade bonus to +40.<br />
*Telekinetic Field (Psionic): +40 to all targets in a large area.<br />
<br />
<br />
Armors that increase Defense:<br />
*[[Skeleton Suit (EU2012)|Skeleton Suit]]: +10<br />
*[[Ghost Armor (EU2012)|Ghost Armor]]: +20<br />
<br />
<br />
<br />
==See also==<br />
*[[Classes (EU2012)|Classes]]<br />
*[[Cover (EU2012)|Cover]]<br />
*[[Armor (EU2012)|Armor]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Defense_(EU2012)&diff=39714Talk:Defense (EU2012)2012-10-19T15:03:03Z<p>Drakalu: </p>
<hr />
<div>I think this should be merged with Cover since Cover serves to increase a unit's defense and critical hits could go there as well since it's also related. [[User:Hobbes|Hobbes]] 10:50, 19 October 2012 (EDT)<br />
: I can see it staying here, but should definitly have cross links to things like Cover, Armors that increase defense, and abilities that increase defense (smoke grenade, TK Shield, etc) as well. ~ [[User:Drakalu|Drakalu]] 11:03, 19 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Cover_(EU2012)&diff=39645Cover (EU2012)2012-10-18T23:49:25Z<p>Drakalu: changed wording from "soldier" to "target" for clarity</p>
<hr />
<div>In combat, soldiers and aliens can take cover behind objects in the environment to lower their chance of being hit by enemy fire. Cover is taken automatically as the soldier moves through the environment. While in cover the soldier gains a defensive bonus against enemy attacks unless the enemy has flanked the soldier. Cover is divided into two categories: Low Cover and High Cover.<br />
<br />
'''Low Cover''' <br><br />
Low Cover is represented by a half shield symbol on the tactical HUD. It conveys a '''-20%''' accuracy for the enemy firing at the target.<br />
<br />
'''High Cover''' <br><br />
High Cover is represented by a full shield symbol on the tactical HUD. It conveys a '''-40%''' accuracy for the enemy firing at the target.<br />
<br />
At Classic and Impossible difficulties, it's better to try to stay out of line-of-sight of aliens whenever possible (assuming you are not going on Overwatch yourself).<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Flanking_(EU2012)&diff=39644Flanking (EU2012)2012-10-18T23:47:46Z<p>Drakalu: Created page with "A flanked target is indicated with a yellow shield. This target receives no benefits from cover and chances to score a critical hit against it are increased by 50%. See Also: [..."</p>
<hr />
<div>A flanked target is indicated with a yellow shield. This target receives no benefits from cover and chances to score a critical hit against it are increased by 50%.<br />
<br />
See Also: [[Cover (EU2012)|Cover]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&diff=39585S.H.I.V. (EU2012)2012-10-18T04:50:41Z<p>Drakalu: /* Models */ included all S.H.I.V. stats. Not sure what causes the bonus defense/aim. Already had Plasma weapons by the time I created them.</p>
<hr />
<div>__TOC__<br />
<br />
== Models ==<br />
All S.H.I.V.s come with a chaingun by default. The weapon is automatically upgraded to the best available based on [[Foundry (EU2012)|Foundry]] research.<br />
<br />
=== S.H.I.V. ===<br />
{| class="wikitable"<br />
|HP<br />
|10<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20<br />
|-<br />
|Aim<br />
|70+25<br />
|}<br />
<br />
=== Alloy S.H.I.V. ===<br />
The Alloy S.H.I.V. is an upgraded model that can be used as a portable High Cover by XCOM soldiers.<br />
<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20+10<br />
|-<br />
|Aim<br />
|70+25<br />
|}<br />
<br />
<br />
=== Hover S.H.I.V. ===<br />
The Hover S.H.I.V. is capable of limited flight similar to the Arch Angel armor.<br />
<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20+20<br />
|-<br />
|Aim<br />
|70+25<br />
|-<br />
|Flight Time<br />
|?<br />
|}<br />
<br />
== Foundry Upgrades ==<br />
<br />
* S.H.I.V. Suppression<br />
* S.H.I.V. Laser<br />
* S.H.I.V. Plasma<br />
* S.H.I.V. Repair<br />
* Advanced Repair<br />
* Advanced Flight<br />
<br />
Advanced Construction (unknown)<br />
<br />
== Bugs and Work-arounds: ==<br />
<br />
<br />
<br />
(10/16/12): ''This section won't go into the use or types of SHIVs, only explanations of the various bugs that they currently have. However, please keep this in should someone get around to writing in-game information about them and they still haven't been fixed.''<br />
<br />
<br />
Despite being extremely useful, SHIVs are VERY broken. Almost to the point where I would suggest not using them AT ALL, but we'll get into that later. Other than the SHIVs having numerous, minor, in-battle bugs, the game seems to have trouble keeping track of how many there actually ARE. The first bug is the "normal" bug: no matter what you do when you return from a mission with a SHIV you will find an extra one in your barracks with the same name as the one you brought on the mission. However, there will be something strange about one of them (for example: one will be under repair even if the SHIV took no damage and it will not say when the repairs will be done); this is the easiest bug to fix: just dismantle the bugged out one because bringing it into a battle will cause unpredictable bugs, even bringing in the non-bugged one into a battle could cause problems just because of the mere existence of the other. The next bug involves a SHIV taking ANY damage during a battle; basically when a SHIV takes damage the game will create a copy of the SHIV at the end of the battle: one will be the non-bugged, damaged SHIV and the other will be a bugged, undamaged SHIV. This may not seem like a problem at first, just dismantle the bugged SHIV, right? Wrong. See, when you take six units into battle (including the SHIV) you can only take six home and with the normal bug this isn't a problem because the bugged SHIV is not counted on the units that you take home. However, when damage occurs both SHIVs are counted in the units you take home and if your squad is already full one of your soldiers will disappear. Poof, gone. Abducted by the aliens maybe. From what I can tell it's ALWAYS your highest ranking soldier. You can still recover the SHIV by deleting the bugged one as normal, however I have been unable to retrieve lost soldiers in anyway. The only work-arounds I have been able to find are to a) not bring a SHIV, their not much better than your average soldier and at this point need to much care to not lose a soldier, or b) leave a squad slot open. This may have been a bugged attempt by the developers to make SHIVs count as two units, not really sure at this time. Also, you could technically plan on having a rookie or other worthless soldier die in the battle in order to maximize firepower in the battle if your desperate; however this will get expensive after a while and lower the moral of your soldiers which could get more than one killed. I personally suggest leaving SHIVs out entirely until they're fixed as the the risk of forgetting to do all of the special treatment for them will likely be too great for many and losing an experienced soldier is worse. Leaving a squad slot empty isn't a bad choice either if you're not one to forget.<br />
--[[User:Absle|Absle]] 22:37, 16 October 2012 (EDT)<br />
<br />
I don't find much use for the SHIVs anyway. Even if you've got all Rookies, you want to be gaining XP to get their abilities. At best, a SHIV can suppress, maybe with advanced weapons that require dedicated research, and maybe either contribute as mobile cover or as a flying scout both with many hit points. Frankly, I built one in my first game just to see what they're like and haven't bothered again since. [[User:Robbx213|Robbx213]] 23:23, 16 October 2012 (EDT)<br />
<br />
Early in the game I like to bring one along, because at that point in the game most of your soldiers don't make good scouts. Plus, their mobile cover ability makes them awesome for when you just don't have the best armor developed yet. Also, early in the game your soldiers just don't have the damage to handle surprise Muton attacks quickly. But yeah, late-game they're hardly indispensable or anything. --[[User:Absle|Absle]] 14:00, 17 October 2012 (EDT)<br />
: Early on, I used an Alloy SHIV as a "cheap" scout unit and to provide cover for the rookies, Assault soldiers when moving into position. ~ [[User:Drakalu|Drakalu]] 20:38, 17 October 2012 (EDT)<br />
<br />
== See Also ==<br />
* [[Foundry (EU2012)|Foundry]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=UFOs_(EU2012)&diff=39583UFOs (EU2012)2012-10-18T04:38:44Z<p>Drakalu: /* Abductor */</p>
<hr />
<div>The '''UFOs''' seen in the skies of ''[[EU (2012)|Enemy Unknown (2012)]]'' are yet to be identified. More information appearing here soon. Watch the skies!!!<br />
<br />
<br />
<br />
==UFO Types==<br />
The UFOs deployed by the aliens range in size and the 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 UFO damage. Salvage is also highly variable, so the numbers given below are ranges.<br />
<br />
===Small Scout UFO===<br />
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.<br />
<br />
'''Complement'''<br />
* 2 groups of alien troops.<br />
* 1 command alien on the bridge<br />
<br />
'''Salvage'''<br />
* X - X Alien Alloys<br />
* X - X Elerium<br />
* 0 - 2 UFO Flight Computers<br />
* 0 - 1 UFO Power Sources<br />
<br />
===Large Scout UFO===<br />
Can be handled by a default interceptor, with heavy damage sustained.<br />
<br />
'''Complement'''<br />
* 2 - 3 groups of alien troops.<br />
* 1 command group on the bridge<br />
<br />
'''Salvage'''<br />
* X - 172 Alien Alloys<br />
* X - 56 Elerium<br />
* 0 - 4 UFO Flight Computers<br />
* 0 - 2 UFO Power Sources<br />
<br />
===Abductor===<br />
This UFO will be announced by Central as being "much larger than the UFOs we have previously encountered". You'll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.<br />
<br />
'''Complement'''<br />
* 5 groups of alien troops.<br />
* 2 command aliens on the bridge<br />
<br />
'''Salvage'''<br />
* 172 - 207 Alien Alloys<br />
* 56 - 76 Elerium<br />
* 3 - 4 UFO Flight Computers<br />
* 1 - 2 UFO Power Sources<br />
* 4 - 6 Alien Stasis Tank<br />
* 2 - 3 Alien Surgery<br />
<br />
===Supply Barge===<br />
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.<br />
<br />
'''Complement'''<br />
* 5 groups of alien troops.<br />
* 2 command aliens on the bridge<br />
<br />
'''Salvage'''<br />
* X - X Alien Alloys<br />
* X - X Elerium<br />
* X - X UFO Flight Computers<br />
* X - X UFO Power Sources<br />
<br />
===Battleship===<br />
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]] or Fusion Lance. Expect to take moderate-heavy damage.<br />
<br />
'''Complement'''<br />
* 7 groups of alien troops.<br />
* 1 command alien on the bridge<br />
<br />
'''Salvage'''<br />
* 211 - 307 Alien Alloys<br />
* 103 - 126 Elerium<br />
* 0 - 4 UFO Flight Computers<br />
* 0 - 4 UFO Power Sources<br />
* 0 - 2 Fusion Core<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&diff=39582Alien Life Forms (EU2012)2012-10-18T04:20:20Z<p>Drakalu: /* Muton Elite */ added abilities</p>
<hr />
<div>There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities. Know your enemy; your soldiers' lives depend on it.<br />
<br />
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.<br />
<br />
===Sectoid===<br />
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge.<br />
* '''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.<br />
{|<br />
| [[File:Sectoid (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Thin Man===<br />
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don't pack as much firepower as other enemies.<br />
* '''Poison Spit''': Causes damage each turn for ''up to'' 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit's accuracy.<br />
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.<br />
* '''Leap''': Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).<br />
* Note: Units carrying a medikit or titan armor are immune to the Thin Man's poison.<br />
*''Trivia: The Thin Man's face is a caricature of Sid Meier, boss of Firaxis. Sid's face has a habit of popping up in his games.''<br />
{|<br />
| [[File:Thin Man (EU2012).png|thumb]]<br />
|} <br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Floater===<br />
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.<br />
{|<br />
| [[File:Floater (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Heavy Floater===<br />
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.<br />
<br />
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.<br />
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances. <br />
<br />
{|<br />
| [[File:Heavy Floater (EU2012).png|thumb]]<br />
<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|-<br />
|}<br />
<br />
===Muton===<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. Wounding a Muton without killing it can intimidate your soldiers and lower their Will.<br />
* '''Suppression''': Can fire a special shot that gratns reaction fire at a single target. The target also suffers a -30 Aim penalty.<br />
* '''Blood Call''': Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turn cooldown.<br />
* '''Intimidate''': Reacts unpredictably when wounded, provoking panic in enemies.<br />
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.<br />
{|<br />
| [[File:Muton (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
<br />
===Muton Elite===<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.<br />
<br />
* '''Suppression''': Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances.<br />
<br />
* Enemy Defense: -20% Hit<br />
<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|}<br />
<br />
===Muton Berserker===<br />
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.<br />
<br />
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.<br />
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to crit)<br />
{|<br />
| [[File:Muton Berserker (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
<br />
|-<br />
|}<br />
<br />
===Outsider===<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. <br />
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. <br />
{|<br />
| [[File:Outsider (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 30%<br />
|-<br />
|}<br />
===Chryssalid===<br />
Chryssalids are fast melee units. Their '''Implant''' attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.<br />
* '''Stun Immune''': This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.<br />
* '''Leap''': Allows vertical leaps onto elevated surfaces during movement.<br />
* '''Poisonous Claws''': "''Poison enemies wounded by a melee attack.''"<br />
* '''Implant''': "''Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.''" - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.''<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance).<br />
<br />
{|<br />
|[[File:Chryssalid.png|thumb]]<br />
|}<br />
<br />
===Cyberdisc===<br />
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their 'closed' form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat. They are immune to most psionic attacks.<br />
* Can throw an Alien Grenade to attack multiple soldiers at once.<br />
* Cyberdiscs automatically 'close-up' into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.<br />
* '''Death Blossom''': An area of effect attack dealing high damage to all units within a few spaces in all directions.<br />
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.<br />
{|<br />
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]<br />
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]<br />
|}<br />
<br />
===Drone===<br />
Drones are weak flying robotic units with a weak ranged attack. Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.<br />
* With Foundry Upgrades, the Arc Thrower can be used to 'hack' Drones and seize control of them for the duration of a mission.<br />
{|<br />
| [[File:Drone (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Ethereal===<br />
Physically weak, slow units with high health and powerful psionic attacks.<br />
<br />
* '''Psi Lance''': Offensive Psi ability that deals more damage if the target fails a will challenge.<br />
* '''Mindfray''', offensive psionic ability that causes damage and lowers will.<br />
* Can mind control.<br />
* '''Psi Drain''': Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)<br />
* '''Rift''', a powerful AoE attack that inflicts more damage if they fail a will challenge.<br />
* Chance to reflect physical projectiles back at the attacker.<br />
* High will; resistant to psionic attacks.<br />
[[File:2012-10-14 00005.jpg|thumb|none]]<br />
<br />
===Sectoid Commander===<br />
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.<br />
<br />
* '''Mind Fray''': Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage. Lasts 2 turns, 1 turn cooldown.<br />
* '''Mind Control''': Very difficult psi technique that, if successful, grants control of the target for 3 turns. <br />
* '''Greater Mind Merge''': Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.<br />
* Enemy Defense: -20% Hit<br />
<br />
* Carries Plasma Pistol & Alien Grenade.<br />
* Will use psi attacks against targets with a low Hit chance. If trying to capture one, sometimes its best to leave a soldier out of cover and eat a plasma pistol shot instead of taking a psi attack.<br />
{|<br />
| [[File:Sectoid Commander (EU2012).png|thumb]]<br />
|}<br />
<br />
===Sectopod===<br />
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by Drones. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.<br />
* '''Cannon Fire''': Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).<br />
* '''Cluster Bomb''': Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs. - Uses both of the Sectopod's actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance)<br />
<br />
<br />
* Seems to have a longer sight range than most units.<br />
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous, but practically guaranteeing a double attack. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.<br />
* The Heavy's ''HEAT Ammo'' promotion applies to ''all'' weapons, and can allow them to inflict ''vast'' amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets. A non-crit with a Heavy's rocket can do 16 points of damage.<br />
* The Heavy's ''Shredder Rocket'' promotion can also be used to make the Sectopod take additional damage from all other attacks.<br />
* Snipers can use their ''Headshot'' or ''Disabling Shot'' powers to cripple or inflict serious damage to a Sectopod, especially if they have the ''Double Tap'' promotion.<br />
{|<br />
| [[File:Sectopod (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Uber Ethereal===<br />
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&diff=39581Alien Life Forms (EU2012)2012-10-18T03:41:50Z<p>Drakalu: /* Sectoid Commander */ updated with Abilities info</p>
<hr />
<div>There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities. Know your enemy; your soldiers' lives depend on it.<br />
<br />
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.<br />
<br />
===Sectoid===<br />
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge.<br />
* '''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.<br />
{|<br />
| [[File:Sectoid (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Thin Man===<br />
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don't pack as much firepower as other enemies.<br />
* '''Poison Spit''': Causes damage each turn for ''up to'' 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit's accuracy.<br />
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.<br />
* '''Leap''': Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).<br />
* Note: Units carrying a medikit or titan armor are immune to the Thin Man's poison.<br />
*''Trivia: The Thin Man's face is a caricature of Sid Meier, boss of Firaxis. Sid's face has a habit of popping up in his games.''<br />
{|<br />
| [[File:Thin Man (EU2012).png|thumb]]<br />
|} <br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Floater===<br />
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.<br />
{|<br />
| [[File:Floater (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Heavy Floater===<br />
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.<br />
<br />
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.<br />
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances. <br />
<br />
{|<br />
| [[File:Heavy Floater (EU2012).png|thumb]]<br />
<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|-<br />
|}<br />
<br />
===Muton===<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. Wounding a Muton without killing it can intimidate your soldiers and lower their Will.<br />
* '''Suppression''': Can fire a special shot that gratns reaction fire at a single target. The target also suffers a -30 Aim penalty.<br />
* '''Blood Call''': Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turn cooldown.<br />
* '''Intimidate''': Reacts unpredictably when wounded, provoking panic in enemies.<br />
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.<br />
{|<br />
| [[File:Muton (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
<br />
===Muton Elite===<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|}<br />
===Muton Berserker===<br />
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.<br />
<br />
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.<br />
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to crit)<br />
{|<br />
| [[File:Muton Berserker (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
<br />
|-<br />
|}<br />
<br />
===Outsider===<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. <br />
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. <br />
{|<br />
| [[File:Outsider (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 30%<br />
|-<br />
|}<br />
===Chryssalid===<br />
Chryssalids are fast melee units. Their '''Implant''' attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.<br />
* '''Stun Immune''': This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.<br />
* '''Leap''': Allows vertical leaps onto elevated surfaces during movement.<br />
* '''Poisonous Claws''': "''Poison enemies wounded by a melee attack.''"<br />
* '''Implant''': "''Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.''" - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.''<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance).<br />
<br />
{|<br />
|[[File:Chryssalid.png|thumb]]<br />
|}<br />
<br />
===Cyberdisc===<br />
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their 'closed' form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat. They are immune to most psionic attacks.<br />
* Can throw an Alien Grenade to attack multiple soldiers at once.<br />
* Cyberdiscs automatically 'close-up' into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.<br />
* '''Death Blossom''': An area of effect attack dealing high damage to all units within a few spaces in all directions.<br />
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.<br />
{|<br />
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]<br />
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]<br />
|}<br />
<br />
===Drone===<br />
Drones are weak flying robotic units with a weak ranged attack. Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.<br />
* With Foundry Upgrades, the Arc Thrower can be used to 'hack' Drones and seize control of them for the duration of a mission.<br />
{|<br />
| [[File:Drone (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Ethereal===<br />
Physically weak, slow units with high health and powerful psionic attacks.<br />
<br />
* '''Psi Lance''': Offensive Psi ability that deals more damage if the target fails a will challenge.<br />
* '''Mindfray''', offensive psionic ability that causes damage and lowers will.<br />
* Can mind control.<br />
* '''Psi Drain''': Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)<br />
* '''Rift''', a powerful AoE attack that inflicts more damage if they fail a will challenge.<br />
* Chance to reflect physical projectiles back at the attacker.<br />
* High will; resistant to psionic attacks.<br />
[[File:2012-10-14 00005.jpg|thumb|none]]<br />
<br />
===Sectoid Commander===<br />
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.<br />
<br />
* '''Mind Fray''': Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage. Lasts 2 turns, 1 turn cooldown.<br />
* '''Mind Control''': Very difficult psi technique that, if successful, grants control of the target for 3 turns. <br />
* '''Greater Mind Merge''': Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.<br />
* Enemy Defense: -20% Hit<br />
<br />
* Carries Plasma Pistol & Alien Grenade.<br />
* Will use psi attacks against targets with a low Hit chance. If trying to capture one, sometimes its best to leave a soldier out of cover and eat a plasma pistol shot instead of taking a psi attack.<br />
{|<br />
| [[File:Sectoid Commander (EU2012).png|thumb]]<br />
|}<br />
<br />
===Sectopod===<br />
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by Drones. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.<br />
* '''Cannon Fire''': Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).<br />
* '''Cluster Bomb''': Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs. - Uses both of the Sectopod's actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance)<br />
<br />
<br />
* Seems to have a longer sight range than most units.<br />
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous, but practically guaranteeing a double attack. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.<br />
* The Heavy's ''HEAT Ammo'' promotion applies to ''all'' weapons, and can allow them to inflict ''vast'' amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets. A non-crit with a Heavy's rocket can do 16 points of damage.<br />
* The Heavy's ''Shredder Rocket'' promotion can also be used to make the Sectopod take additional damage from all other attacks.<br />
* Snipers can use their ''Headshot'' or ''Disabling Shot'' powers to cripple or inflict serious damage to a Sectopod, especially if they have the ''Double Tap'' promotion.<br />
{|<br />
| [[File:Sectopod (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Uber Ethereal===<br />
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&diff=39580Talk:UFOs (EU2012)2012-10-18T03:23:23Z<p>Drakalu: /* Abductors */</p>
<hr />
<div>Questioning whether it's worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)<br />
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)<br />
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says "insert text here", that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)<br />
:::Ah, just didn't knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I'd really like to start setting up 'skeleton' pages, already following some basic wiki guidelines to ease up work later, and that's why I based this page on the old one - I don't really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)<br />
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the 'editorial control' of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)<br />
<br />
== Abductors ==<br />
<br />
The page currently says that you'll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don't want to change it in the fear that it might just be a fluke. I'm on normal when I do this, I can't remember how I did on classic.<br />
<br />
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.<br />
<br />
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)<br />
<br />
<br />
Hyperwave Decoder listed the crew size as 14. Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)<br />
: Next one was 12. Will probably add this kind of information once I have a larger sample size.<br />
<br />
== Ship Classes ==<br />
<br />
I don't think there's a "Medium Scout", only a Small and a Large. Small ones are one-room, and Large have about half a dozen rooms. Also, between Abductors and Battleships <br />
there's a "Supply Ship" class. The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)<br />
<br />
== Alien Complement ==<br />
<br />
I've noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes. For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders. Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level. Now that I'm disabling more UFOs I'll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)<br />
<br />
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)<br />
<br />
== Supply Ships ==<br />
<br />
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386<br />
<br />
:They can appear before that, but it's not terribly likely. I've only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)<br />
<br />
<br />
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.<br />
<br />
:It's realistic that at least on Normal, you can finish the game in less time than that. So yeah, I expect that it's more a time-based thing than anything, and that most players so far have not seen them until after the alien base. Remember, the game's only been out a week. There's stuff we STILL don't know about the original, which would be old enough to vote if it was a person. ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)<br />
<br />
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I've removed references to specific alien types. Rather, I'm referencing just groups of "alien troops" and the number of "command aliens" on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)<br />
<br />
== Updated format ==<br />
<br />
I've added sections for crew complement as well as likely salvage. Please populate.<br />
<br />
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]<br />
<br />
:From what I've seen, Terror missions and Council missions have operational windows of less than a day. I'd expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party. Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s). [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)<br />
<br />
::I'm actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)<br />
<br />
:Oh, that. So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor. I can look into more research a bit later, but that's what sticks out in my memory. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)<br />
<br />
== Ufo immage ==<br />
<br />
If you want you can use my screenshot<br />
<br />
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875<br />
http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/<br />
<br />
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&diff=39578Alien Artifacts (EU2012)2012-10-18T03:15:48Z<p>Drakalu: </p>
<hr />
<div>{| class="wikitable sortable"<br />
|+<br />
!Item name<br />
!Gray Market Value §<br />
!Required for research/foundry project<br />
!Required for manufacturing<br />
|-<br />
|[[Sectoid Corpse (EU2012)|Sectoid Corpse]]<br />
|5<br />
|[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]], [[Xeno-Biology (EU2012)|Xeno-Biology]]<br />
|[[Uplink Targeting (EU2012)|Uplink Targeting]] (3x)<br />
|-<br />
|[[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]]<br />
|10<br />
|[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]<br />
|<br />
|-<br />
|[[Thin Men Corpse (EU2012)|Thin Men Corpse]]<br />
|5<br />
|[[Thin Men Autopsy (EU2012)|Thin Men Autopsy]]<br />
| <br />
|-<br />
|[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]<br />
|5<br />
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]<br />
|[[Chitin Plating (EU2012)|Chitin Plating]] (4x)<br />
|-<br />
|[[Outsider Shard (EU2012)|Outsider Shard]]<br />
|<br />
|<br />
|[[Skeleton Key (EU2012)|Skeleton Key]] (1x)<br />
|-<br />
|[[Floater Corpse (EU2012)|Floater Corpse]]<br />
|5<br />
|<br />
|[[Defense Matrix (Dodge)(EU2012)|Defense Matrix (Dodge)]] (x3)<br />
|-<br />
|[[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]<br />
|5<br />
|[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]], Advanced Flight (2x)<br />
|<br />
|-<br />
|[[Muton Corpse (EU2012)|Muton Corpse]]<br />
|5<br />
|[[Muton Autopsy (EU2012)|Muton Autopsy]]<br />
|<br />
|-<br />
|[[Muton Berserker Corpse (EU2012)|Muton Berserker Corpse]]<br />
|5<br />
|[[Muton Berserker Autopsy (EU2012)|Muton Berserker Autopsy]]<br />
|[[Combat Stims (EU2012)|Combat Stims]] (1x)<br />
|-<br />
|[[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]<br />
|5<br />
|[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]<br />
|<br />
|-<br />
|[[Drone Wreck (EU2012)|Drone Wreck]]<br />
|2<br />
|[[Drone Autopsy (EU2012)|Drone Autopsy]], Advanced Flight (2x)<br />
|<br />
|-<br />
|[[Cyberdisk Wreck (EU2012)|Cyberdisk Wreck]]<br />
|7<br />
|[[Cyberdisk Autopsy (EU2012)|Cyberdisk Autopsy]], Advanced Flight (2x)<br />
|<br />
|-<br />
|[[Sectopod Wreck (EU2012)|Sectopod Wreck]]<br />
|10<br />
|[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]<br />
|<br />
|-<br />
|[[Ethereal Corpse (EU2012)|Ethereal Corpse]]<br />
|<br />
|[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]<br />
|[[Mind Shield (EU2012)|Mind Shield]] (1x)<br />
|-<br />
|[[Elerium (EU2012)|Elerium]]<br />
|3<br />
|[[Elerium (EU2012)|Elerium]]<br />
|[[Skeleton Key (EU2012)|Skeleton Key]] (10x)<br />
|-<br />
|[[Alien Alloys (EU2012)|Alien Alloys]]<br />
|2<br />
|[[Alien Materials (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]] (10x), [[Skeleton Suit (EU2012)|Skeleton Suit]] (15x), [[Beam Weapons (EU2012)|Beam Weapons]] (5x)<br />
|[[Carapace Armor (EU2012)|Carapace Armor]] (15x), [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] (23x), [[Heavy Laser (EU2012)|Heavy Laser]] (23x), [[Scatter Laser (EU2012)|Scatter Laser]] (23x), [[Laser Rifle (EU2012)|Laser Rifle]] (13x), [[Laser Pistol (EU2012)|Laser Pistol]] (8x), [[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Laser Cannon (EU2012)|Laser Cannon]] (21x), [[Chitin Plating (EU2012)|Chitin Plating]] (10x)<br />
|-<br />
|[[UFO Nav Computer (EU2012)|UFO Flight Computer]]<br />
|40<br />
|[[Alien Nav Computer (EU2012)|Alien Nav Computer]] (2x)<br />
|<br />
|-<br />
|[[UFO nav-computer (damaged) (EU2012)|UFO nav-computer (damaged)]]<br />
|20<br />
| none<br />
|none<br />
|-<br />
|[[UFO Power Source (EU2012)|UFO Power Source]]<br />
|75<br />
|[[UFO Power Source (EU2012)|UFO Power Source]]<br />
|<br />
|-<br />
|[[UFO Power Source (damaged) (EU2012)|UFO Power Source (damaged)]]<br />
|30<br />
| none<br />
| none<br />
|-<br />
|[[Weapon Fragments (EU2012)|Weapon Fragments]]<br />
|1<br />
|[[Weapon Fragment (EU2012)|Weapon Fragment]] (5x), [[Plasma Pistol (EU2012)|Plasma Pistol]] (40x), [[Beam Weapons (EU2012)|Beam Weapons]] (10x)<br />
|<br />
|-<br />
|[[Alien Food (EU2012)|Alien Food]]<br />
| 10<br />
| none<br />
| none<br />
|-<br />
|[[Alien Entertainment (EU2012)|Alien Entertainment]]<br />
| 17<br />
| none<br />
| none<br />
|-<br />
|[[Alien Stasis Tank (EU2012)|Alien Stasis Tank]]<br />
| 10<br />
| none<br />
| none<br />
|-<br />
|[[Alien Surgery (EU2012)|Alien Surgery]]<br />
| 10<br />
| none<br />
| none<br />
|-<br />
|[[Fusion Core(EU2012)|Fusion Core]]<br />
| 125<br />
| [[Fusion Lance (EU2012)|Fusion Lance]], Guided Fusion Launcher<br />
| [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x)<br />
|}<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Suppression_(EU2012)&diff=39571Suppression (EU2012)2012-10-18T03:05:13Z<p>Drakalu: /* Dealing with Suppression */</p>
<hr />
<div>'''Suppression''' is a combat ability shared by the [[Classes (EU2012)#Heavy|Heavy]] and [[Classes (EU2012)#Support|Support]] classes as well as most of the [[Alien Life Forms (EU2012)|Aliens]]. <br />
<br />
Its purpose is to degrade the enemy's ability to fire and maneuver. The target's Aim suffers a 20 point penalty, and your soldier gets an Overwatch shot on the target if it tries to get away. It uses up two ammo, and cannot be activated if you have less. Suppressing an enemy prevents them making Overwatch shots, too. If your Heavy have Danger Zone and suppresses multiple targets, he'll get Overwatch shots to all of them if they move.<br />
<br />
Suppression allows you to pin down a target that you can't immediately kill, reducing its ability to hurt your soldiers. You can then get your people to cover, or attempt to flank the alien. Suppressive fire sometimes destroys the enemy's cover, which may allow another soldier better line of fire on the alien.<br />
<br />
Since it affects the enemy's Aim, Suppression is not so effective when used against an enemy that relies on hand to hand (melee) combat such as Chryssalids or Berserkers. However, the free shot still applies (and is more likely to be applied against these aliens, as they are much more prone to moving).<br />
<br />
===Dealing with Suppression===<br />
From what I can tell, firing on a unit that is suppressing third unit will cancel suppression. I haven't been able to discern whether or not a hit is required. Also, the Lightning Reflexes ability from the [[Classes (EU2012)#Assault| Assault]] class still works fine against suppression reaction shots.--[[User:Lordofhyphens|Lordofhyphens]] 20:31, 17 October 2012 (EDT)<br />
<br />
You can also counter Suppression with any ability that ignores Hit: grenades, psionics, probably rockets as well. ~ [[User:Drakalu|Drakalu]] 23:05, 17 October 2012 (EDT)<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Life_Forms_(EU2012)&diff=39570Talk:Alien Life Forms (EU2012)2012-10-18T03:03:13Z<p>Drakalu: </p>
<hr />
<div>== Confirmation ==<br />
<br />
I have never heard of the Elite Muton, Ethereal or the Ethereal Uber confirmed in this game. Can anyone confirm these with valid sources? --[[User:Kokkan|Kokkan]] 06:03, 4 October 2012 (EDT)<br />
:The 3 are confirmed, from several posts at the 2K forums and from the info on the demo files. The only doubt is about the name of the big Ethereal, the game code names it as Ethereal Uber but on the 2k forums I've seen 'Ethereal Commander' [[User:Hobbes|Hobbes]] 09:14, 4 October 2012 (EDT)<br />
:Additional confirmation on all three of these, in case it was still in question. Final name for the upgraded Ethereal is "Uber Ethereal".<br />
<br />
== Format ==<br />
<br />
What do you guys think of a format like [[User:Robbx213/Sandbox/Alien Life Forms XEU12|'''this''']]? It makes each race a sub-section (I would recommend alphabetic), which could help with inter-wiki links from other pages. It gives the name, a quick couple sentences about the unit, bulleted list of abilities or special things about it, and then a thumbnail picture so you can see what it looks like.<br />
:Good, keep it short (so that most of the content will be on the individual page about the alien). This page is more of a jump-off point to the individual alien races. [[User:Hobbes|Hobbes]] 06:31, 6 October 2012 (EDT)<br />
<br />
::: Hobbes, until we have out-grown a single page. Why don't we have all info on the alien species there? Once it gets too big, it's easy to copy-paste.<br />
::: --[[User:Kokkan|Kokkan]] 03:11, 7 October 2012 (EDT)<br />
::::That works too. I just have this idea on my mind: be ready to expand. :) [[User:Hobbes|Hobbes]] 06:00, 7 October 2012 (EDT)<br />
<br />
:::::What do you guys like better? The white background solo pic, or the Research output dossier (like the THin Man)? I think I prefer the dossier, partly because I can't find white background solo pics for all the aliens, especially the not-yet-seen Ethereals. And partly because the pictures will end up having a standard size, format, set of info... [[User:Robbx213|Robbx213]] 23:58, 7 October 2012 (EDT)<br />
<br />
::::: Imo. the white background images looks best, I guess there will be more of those when the game is released.--[[User:Kokkan|Kokkan]] 04:24, 8 October 2012 (EDT)<br />
<br />
:::::: About the Thin Man image... I'm not sure if it's a good idea to have those official materials, unless there's 1 for all of the races, which I doubt since they look more like promotion materials. But as a quick fix, it's perfect. Otherwise I prefer images with a black background (like the 2nd Cyberdisk pic) because it's easier to spot but that's minor details. <br />
:::::: There's only 1 type of Outsider, the crystal is *something* else (and a bit spoiler). I don't know also if it's better to remove the Uber Ethereal from the list since it's spoilers as well. I'm not sure actually of when w should start putting the really spoilerish stuff (like XCOM's objectives to win the game, which I already have a list on my computer). [[User:Hobbes|Hobbes]] 09:27, 8 October 2012 (EDT)<br />
<br />
::::::: I saw a video interview where Garth called the crystal an Outsider. And in a different video, I saw the crystal materialize into the humanoid "halo" paratrooper looking thing. Both were UFO crash missions. Maybe just put some ??? next to it for now and see if that turns out different after playing far enough in. I changed the Thin Man image just to be consistent with the others. I'm not sure of the dossier thing was promotional; I'm hoping that was sort of a screen shot of the report you get from interrogating them or doing corpse research. I'm guessing there will be some missing ones since we can't interrogate every alien nor recover a Cyberdisc corpse. That reminds me, I forgot to say discs explode on death. [[User:Robbx213|Robbx213]] 21:30, 8 October 2012 (EDT)<br />
<br />
:::::::: I've read the ingame descriptions for both the Outsider and the crystal (they're on the demo) - the crystal is not an alien, if you want I can explain what it is exactly but it's a major spoiler. [[User:Hobbes|Hobbes]] 05:03, 9 October 2012 (EDT)<br />
<br />
::::::::: OK, now I'm interested. Could you put it on my User talk page? I'm confused about having seen a video where it transforms, but it sounds like that's not supposed to be the case or something. I don't mind spoilers, so the User talk would probably be good, thank you :D [[User:Robbx213|Robbx213]] 08:46, 9 October 2012 (EDT)<br />
<br />
== Abilities, Bonuses, Defenses ==<br />
<br />
Started adding in the Abilities and Bonuses that appear on the info panel of each enemy (the ones that appear after completing the autopsy). A number of the higher level enemies have an "Enemy Defense -xx%" under the Hit column but no corresponding entry under abilities or bonuses. I'm wondering if these values vary depending on the difficulty levels.</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&diff=39569Alien Life Forms (EU2012)2012-10-18T02:58:28Z<p>Drakalu: /* Sectopod */</p>
<hr />
<div>There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities. Know your enemy; your soldiers' lives depend on it.<br />
<br />
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.<br />
<br />
===Sectoid===<br />
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge.<br />
* '''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.<br />
{|<br />
| [[File:Sectoid (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Thin Man===<br />
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don't pack as much firepower as other enemies.<br />
* '''Poison Spit''': Causes damage each turn for ''up to'' 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit's accuracy.<br />
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.<br />
* '''Leap''': Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).<br />
* Note: Units carrying a medikit or titan armor are immune to the Thin Man's poison.<br />
*''Trivia: The Thin Man's face is a caricature of Sid Meier, boss of Firaxis. Sid's face has a habit of popping up in his games.''<br />
{|<br />
| [[File:Thin Man (EU2012).png|thumb]]<br />
|} <br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Floater===<br />
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.<br />
{|<br />
| [[File:Floater (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Heavy Floater===<br />
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.<br />
<br />
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.<br />
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances. <br />
<br />
{|<br />
| [[File:Heavy Floater (EU2012).png|thumb]]<br />
<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|-<br />
|}<br />
<br />
===Muton===<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. Wounding a Muton without killing it can intimidate your soldiers and lower their Will.<br />
* '''Suppression''': Can fire a special shot that gratns reaction fire at a single target. The target also suffers a -30 Aim penalty.<br />
* '''Blood Call''': Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turn cooldown.<br />
* '''Intimidate''': Reacts unpredictably when wounded, provoking panic in enemies.<br />
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.<br />
{|<br />
| [[File:Muton (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
<br />
===Muton Elite===<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|}<br />
===Muton Berserker===<br />
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.<br />
<br />
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.<br />
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to crit)<br />
{|<br />
| [[File:Muton Berserker (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
<br />
|-<br />
|}<br />
<br />
===Outsider===<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. <br />
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. <br />
{|<br />
| [[File:Outsider (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 30%<br />
|-<br />
|}<br />
===Chryssalid===<br />
Chryssalids are fast melee units. Their '''Implant''' attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.<br />
* '''Stun Immune''': This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.<br />
* '''Leap''': Allows vertical leaps onto elevated surfaces during movement.<br />
* '''Poisonous Claws''': "''Poison enemies wounded by a melee attack.''"<br />
* '''Implant''': "''Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.''" - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.''<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance).<br />
<br />
{|<br />
|[[File:Chryssalid.png|thumb]]<br />
|}<br />
<br />
===Cyberdisc===<br />
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their 'closed' form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat. They are immune to most psionic attacks.<br />
* Can throw an Alien Grenade to attack multiple soldiers at once.<br />
* Cyberdiscs automatically 'close-up' into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.<br />
* '''Death Blossom''': An area of effect attack dealing high damage to all units within a few spaces in all directions.<br />
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.<br />
{|<br />
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]<br />
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]<br />
|}<br />
<br />
===Drone===<br />
Drones are weak flying robotic units with a weak ranged attack. Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.<br />
* With Foundry Upgrades, the Arc Thrower can be used to 'hack' Drones and seize control of them for the duration of a mission.<br />
{|<br />
| [[File:Drone (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Ethereal===<br />
Physically weak, slow units with high health and powerful psionic attacks.<br />
<br />
* '''Psi Lance''': Offensive Psi ability that deals more damage if the target fails a will challenge.<br />
* '''Mindfray''', offensive psionic ability that causes damage and lowers will.<br />
* Can mind control.<br />
* '''Psi Drain''': Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)<br />
* '''Rift''', a powerful AoE attack that inflicts more damage if they fail a will challenge.<br />
* Chance to reflect physical projectiles back at the attacker.<br />
* High will; resistant to psionic attacks.<br />
[[File:2012-10-14 00005.jpg|thumb|none]]<br />
<br />
===Sectoid Commander===<br />
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.<br />
* '''Mind Control''': Takes control of the target. Robotic units are immune to '''Mind Control'''.<br />
* '''Greater Mind Merge''': Merge Minds with all lesser versions of the species. Targets gain +1 health, and +5 crit chance.<br />
{|<br />
| [[File:Sectoid Commander (EU2012).png|thumb]]<br />
|}<br />
<br />
===Sectopod===<br />
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by Drones. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.<br />
* '''Cannon Fire''': Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).<br />
* '''Cluster Bomb''': Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs. - Uses both of the Sectopod's actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance)<br />
<br />
<br />
* Seems to have a longer sight range than most units.<br />
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous, but practically guaranteeing a double attack. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.<br />
* The Heavy's ''HEAT Ammo'' promotion applies to ''all'' weapons, and can allow them to inflict ''vast'' amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets. A non-crit with a Heavy's rocket can do 16 points of damage.<br />
* The Heavy's ''Shredder Rocket'' promotion can also be used to make the Sectopod take additional damage from all other attacks.<br />
* Snipers can use their ''Headshot'' or ''Disabling Shot'' powers to cripple or inflict serious damage to a Sectopod, especially if they have the ''Double Tap'' promotion.<br />
{|<br />
| [[File:Sectopod (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Uber Ethereal===<br />
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&diff=39566Alien Life Forms (EU2012)2012-10-18T02:44:14Z<p>Drakalu: /* Muton */ added unit abilities</p>
<hr />
<div>There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities. Know your enemy; your soldiers' lives depend on it.<br />
<br />
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.<br />
<br />
===Sectoid===<br />
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge.<br />
* '''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.<br />
{|<br />
| [[File:Sectoid (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Thin Man===<br />
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don't pack as much firepower as other enemies.<br />
* '''Poison Spit''': Causes damage each turn for ''up to'' 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit's accuracy.<br />
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.<br />
* '''Leap''': Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).<br />
* Note: Units carrying a medikit or titan armor are immune to the Thin Man's poison.<br />
*''Trivia: The Thin Man's face is a caricature of Sid Meier, boss of Firaxis. Sid's face has a habit of popping up in his games.''<br />
{|<br />
| [[File:Thin Man (EU2012).png|thumb]]<br />
|} <br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Floater===<br />
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.<br />
{|<br />
| [[File:Floater (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Heavy Floater===<br />
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.<br />
<br />
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.<br />
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances. <br />
<br />
{|<br />
| [[File:Heavy Floater (EU2012).png|thumb]]<br />
<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|-<br />
|}<br />
<br />
===Muton===<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. Wounding a Muton without killing it can intimidate your soldiers and lower their Will.<br />
* '''Suppression''': Can fire a special shot that gratns reaction fire at a single target. The target also suffers a -30 Aim penalty.<br />
* '''Blood Call''': Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turn cooldown.<br />
* '''Intimidate''': Reacts unpredictably when wounded, provoking panic in enemies.<br />
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.<br />
{|<br />
| [[File:Muton (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
<br />
===Muton Elite===<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|}<br />
===Muton Berserker===<br />
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.<br />
<br />
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.<br />
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to crit)<br />
{|<br />
| [[File:Muton Berserker (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
<br />
|-<br />
|}<br />
<br />
===Outsider===<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. <br />
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. <br />
{|<br />
| [[File:Outsider (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 30%<br />
|-<br />
|}<br />
===Chryssalid===<br />
Chryssalids are fast melee units. Their '''Implant''' attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.<br />
* '''Stun Immune''': This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.<br />
* '''Leap''': Allows vertical leaps onto elevated surfaces during movement.<br />
* '''Poisonous Claws''': "''Poison enemies wounded by a melee attack.''"<br />
* '''Implant''': "''Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.''" - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.''<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance).<br />
<br />
{|<br />
|[[File:Chryssalid.png|thumb]]<br />
|}<br />
<br />
===Cyberdisc===<br />
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their 'closed' form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat. They are immune to most psionic attacks.<br />
* Can throw an Alien Grenade to attack multiple soldiers at once.<br />
* Cyberdiscs automatically 'close-up' into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.<br />
* '''Death Blossom''': An area of effect attack dealing high damage to all units within a few spaces in all directions.<br />
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.<br />
{|<br />
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]<br />
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]<br />
|}<br />
<br />
===Drone===<br />
Drones are weak flying robotic units with a weak ranged attack. Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.<br />
* With Foundry Upgrades, the Arc Thrower can be used to 'hack' Drones and seize control of them for the duration of a mission.<br />
{|<br />
| [[File:Drone (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Ethereal===<br />
Physically weak, slow units with high health and powerful psionic attacks.<br />
<br />
* '''Psi Lance''': Offensive Psi ability that deals more damage if the target fails a will challenge.<br />
* '''Mindfray''', offensive psionic ability that causes damage and lowers will.<br />
* Can mind control.<br />
* '''Psi Drain''': Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)<br />
* '''Rift''', a powerful AoE attack that inflicts more damage if they fail a will challenge.<br />
* Chance to reflect physical projectiles back at the attacker.<br />
* High will; resistant to psionic attacks.<br />
[[File:2012-10-14 00005.jpg|thumb|none]]<br />
<br />
===Sectoid Commander===<br />
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.<br />
* '''Mind Control''': Takes control of the target. Robotic units are immune to '''Mind Control'''.<br />
* '''Greater Mind Merge''': Merge Minds with all lesser versions of the species. Targets gain +1 health, and +5 crit chance.<br />
{|<br />
| [[File:Sectoid Commander (EU2012).png|thumb]]<br />
|}<br />
<br />
===Sectopod===<br />
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by a Drone. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.<br />
* '''Plasma Beam:''' This weapon allows the Sectopod to make a single Overwatch attack even when it has used all of its actions for the prior turn ''unless'' those actions were spent to initiate the Cluster Bomb attack below.<br />
* '''??? Beam:''' A powerful yellow beam attack that can inflict around 10 damage.<br />
* '''Cluster Bomb:''' Uses both of the Sectopod's actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.<br />
* Seems to have a longer sight range than most units<br />
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.<br />
* The Heavy's ''HEAT Ammo'' promotion applies to ''all'' weapons, and can allow them to inflict ''vast'' amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets. A non-crit with a Heavy's rocket can do 16 points of damage.<br />
* The Heavy's ''Shredder Rocket'' promotion can also be used to make the Sectopod take additional damage from all other attacks.<br />
* Snipers can use their ''Headshot'' or ''Disabling Shot'' powers to cripple or inflict serious damage to a Sectopod, especially if they have the ''Double Tap'' promotion.<br />
{|<br />
| [[File:Sectopod (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Uber Ethereal===<br />
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&diff=39565Alien Life Forms (EU2012)2012-10-18T02:22:35Z<p>Drakalu: /* Chryssalid */ added unit abilities and bonuses</p>
<hr />
<div>There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities. Know your enemy; your soldiers' lives depend on it.<br />
<br />
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.<br />
<br />
===Sectoid===<br />
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge.<br />
* '''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.<br />
{|<br />
| [[File:Sectoid (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Thin Man===<br />
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don't pack as much firepower as other enemies.<br />
* '''Poison Spit''': Causes damage each turn for ''up to'' 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit's accuracy.<br />
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.<br />
* '''Leap''': Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).<br />
* Note: Units carrying a medikit or titan armor are immune to the Thin Man's poison.<br />
*''Trivia: The Thin Man's face is a caricature of Sid Meier, boss of Firaxis. Sid's face has a habit of popping up in his games.''<br />
{|<br />
| [[File:Thin Man (EU2012).png|thumb]]<br />
|} <br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Floater===<br />
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.<br />
{|<br />
| [[File:Floater (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Heavy Floater===<br />
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.<br />
<br />
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.<br />
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances. <br />
<br />
{|<br />
| [[File:Heavy Floater (EU2012).png|thumb]]<br />
<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|-<br />
|}<br />
<br />
===Muton===<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. Wounding a Muton without killing it can intimidate your soldiers and lower their Will.<br />
* '''Blood Call''': Buffs other Mutons.<br />
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.<br />
{|<br />
| [[File:Muton (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Muton Elite===<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|}<br />
===Muton Berserker===<br />
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.<br />
<br />
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.<br />
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to crit)<br />
{|<br />
| [[File:Muton Berserker (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
<br />
|-<br />
|}<br />
<br />
===Outsider===<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. <br />
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. <br />
{|<br />
| [[File:Outsider (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 30%<br />
|-<br />
|}<br />
===Chryssalid===<br />
Chryssalids are fast melee units. Their '''Implant''' attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.<br />
* '''Stun Immune''': This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.<br />
* '''Leap''': Allows vertical leaps onto elevated surfaces during movement.<br />
* '''Poisonous Claws''': "''Poison enemies wounded by a melee attack.''"<br />
* '''Implant''': "''Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.''" - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.''<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% crit chance).<br />
<br />
{|<br />
|[[File:Chryssalid.png|thumb]]<br />
|}<br />
<br />
===Cyberdisc===<br />
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their 'closed' form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat. They are immune to most psionic attacks.<br />
* Can throw an Alien Grenade to attack multiple soldiers at once.<br />
* Cyberdiscs automatically 'close-up' into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.<br />
* '''Death Blossom''': An area of effect attack dealing high damage to all units within a few spaces in all directions.<br />
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.<br />
{|<br />
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]<br />
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]<br />
|}<br />
<br />
===Drone===<br />
Drones are weak flying robotic units with a weak ranged attack. Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.<br />
* With Foundry Upgrades, the Arc Thrower can be used to 'hack' Drones and seize control of them for the duration of a mission.<br />
{|<br />
| [[File:Drone (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Ethereal===<br />
Physically weak, slow units with high health and powerful psionic attacks.<br />
<br />
* '''Psi Lance''': Offensive Psi ability that deals more damage if the target fails a will challenge.<br />
* '''Mindfray''', offensive psionic ability that causes damage and lowers will.<br />
* Can mind control.<br />
* '''Psi Drain''': Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)<br />
* '''Rift''', a powerful AoE attack that inflicts more damage if they fail a will challenge.<br />
* Chance to reflect physical projectiles back at the attacker.<br />
* High will; resistant to psionic attacks.<br />
[[File:2012-10-14 00005.jpg|thumb|none]]<br />
<br />
===Sectoid Commander===<br />
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.<br />
* '''Mind Control''': Takes control of the target. Robotic units are immune to '''Mind Control'''.<br />
* '''Greater Mind Merge''': Merge Minds with all lesser versions of the species. Targets gain +1 health, and +5 crit chance.<br />
{|<br />
| [[File:Sectoid Commander (EU2012).png|thumb]]<br />
|}<br />
<br />
===Sectopod===<br />
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by a Drone. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.<br />
* '''Plasma Beam:''' This weapon allows the Sectopod to make a single Overwatch attack even when it has used all of its actions for the prior turn ''unless'' those actions were spent to initiate the Cluster Bomb attack below.<br />
* '''??? Beam:''' A powerful yellow beam attack that can inflict around 10 damage.<br />
* '''Cluster Bomb:''' Uses both of the Sectopod's actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.<br />
* Seems to have a longer sight range than most units<br />
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.<br />
* The Heavy's ''HEAT Ammo'' promotion applies to ''all'' weapons, and can allow them to inflict ''vast'' amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets. A non-crit with a Heavy's rocket can do 16 points of damage.<br />
* The Heavy's ''Shredder Rocket'' promotion can also be used to make the Sectopod take additional damage from all other attacks.<br />
* Snipers can use their ''Headshot'' or ''Disabling Shot'' powers to cripple or inflict serious damage to a Sectopod, especially if they have the ''Double Tap'' promotion.<br />
{|<br />
| [[File:Sectopod (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Uber Ethereal===<br />
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&diff=39564Alien Life Forms (EU2012)2012-10-18T02:16:45Z<p>Drakalu: /* Muton Berserker */</p>
<hr />
<div>There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities. Know your enemy; your soldiers' lives depend on it.<br />
<br />
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.<br />
<br />
===Sectoid===<br />
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge.<br />
* '''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.<br />
{|<br />
| [[File:Sectoid (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Thin Man===<br />
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don't pack as much firepower as other enemies.<br />
* '''Poison Spit''': Causes damage each turn for ''up to'' 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit's accuracy.<br />
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.<br />
* '''Leap''': Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).<br />
* Note: Units carrying a medikit or titan armor are immune to the Thin Man's poison.<br />
*''Trivia: The Thin Man's face is a caricature of Sid Meier, boss of Firaxis. Sid's face has a habit of popping up in his games.''<br />
{|<br />
| [[File:Thin Man (EU2012).png|thumb]]<br />
|} <br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Floater===<br />
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.<br />
{|<br />
| [[File:Floater (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Heavy Floater===<br />
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.<br />
<br />
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.<br />
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances. <br />
<br />
{|<br />
| [[File:Heavy Floater (EU2012).png|thumb]]<br />
<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|-<br />
|}<br />
<br />
===Muton===<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. Wounding a Muton without killing it can intimidate your soldiers and lower their Will.<br />
* '''Blood Call''': Buffs other Mutons.<br />
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.<br />
{|<br />
| [[File:Muton (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Muton Elite===<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|}<br />
===Muton Berserker===<br />
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.<br />
<br />
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.<br />
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.<br />
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to crit)<br />
{|<br />
| [[File:Muton Berserker (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
<br />
|-<br />
|}<br />
<br />
===Outsider===<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. <br />
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. <br />
{|<br />
| [[File:Outsider (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 30%<br />
|-<br />
|}<br />
===Chryssalid===<br />
Chryssalids are fast melee units. Their '''Implant''' attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage.<br />
* '''Poisonous Claws''': "''Poison enemies wounded by a melee attack.''"<br />
* '''Implant''': "''Victims are implanted with a Chryssalid egg if they are killed by the attack.''" A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.<br />
* Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.<br />
{|<br />
|[[File:Chryssalid.png|thumb]]<br />
|}<br />
<br />
===Cyberdisc===<br />
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their 'closed' form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat. They are immune to most psionic attacks.<br />
* Can throw an Alien Grenade to attack multiple soldiers at once.<br />
* Cyberdiscs automatically 'close-up' into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.<br />
* '''Death Blossom''': An area of effect attack dealing high damage to all units within a few spaces in all directions.<br />
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.<br />
{|<br />
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]<br />
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]<br />
|}<br />
<br />
===Drone===<br />
Drones are weak flying robotic units with a weak ranged attack. Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.<br />
* With Foundry Upgrades, the Arc Thrower can be used to 'hack' Drones and seize control of them for the duration of a mission.<br />
{|<br />
| [[File:Drone (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Ethereal===<br />
Physically weak, slow units with high health and powerful psionic attacks.<br />
<br />
* '''Psi Lance''': Offensive Psi ability that deals more damage if the target fails a will challenge.<br />
* '''Mindfray''', offensive psionic ability that causes damage and lowers will.<br />
* Can mind control.<br />
* '''Psi Drain''': Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)<br />
* '''Rift''', a powerful AoE attack that inflicts more damage if they fail a will challenge.<br />
* Chance to reflect physical projectiles back at the attacker.<br />
* High will; resistant to psionic attacks.<br />
[[File:2012-10-14 00005.jpg|thumb|none]]<br />
<br />
===Sectoid Commander===<br />
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.<br />
* '''Mind Control''': Takes control of the target. Robotic units are immune to '''Mind Control'''.<br />
* '''Greater Mind Merge''': Merge Minds with all lesser versions of the species. Targets gain +1 health, and +5 crit chance.<br />
{|<br />
| [[File:Sectoid Commander (EU2012).png|thumb]]<br />
|}<br />
<br />
===Sectopod===<br />
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by a Drone. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.<br />
* '''Plasma Beam:''' This weapon allows the Sectopod to make a single Overwatch attack even when it has used all of its actions for the prior turn ''unless'' those actions were spent to initiate the Cluster Bomb attack below.<br />
* '''??? Beam:''' A powerful yellow beam attack that can inflict around 10 damage.<br />
* '''Cluster Bomb:''' Uses both of the Sectopod's actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.<br />
* Seems to have a longer sight range than most units<br />
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.<br />
* The Heavy's ''HEAT Ammo'' promotion applies to ''all'' weapons, and can allow them to inflict ''vast'' amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets. A non-crit with a Heavy's rocket can do 16 points of damage.<br />
* The Heavy's ''Shredder Rocket'' promotion can also be used to make the Sectopod take additional damage from all other attacks.<br />
* Snipers can use their ''Headshot'' or ''Disabling Shot'' powers to cripple or inflict serious damage to a Sectopod, especially if they have the ''Double Tap'' promotion.<br />
{|<br />
| [[File:Sectopod (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Uber Ethereal===<br />
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=UFOs_(EU2012)&diff=39563UFOs (EU2012)2012-10-18T02:07:00Z<p>Drakalu: /* Abductor */</p>
<hr />
<div>The '''UFOs''' seen in the skies of ''[[EU (2012)|Enemy Unknown (2012)]]'' are yet to be identified. More information appearing here soon. Watch the skies!!!<br />
<br />
<br />
<br />
==UFO Types==<br />
The UFOs deployed by the aliens range in size and the 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 UFO damage. Salvage is also highly variable, so the numbers given below are ranges.<br />
<br />
===Small Scout UFO===<br />
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.<br />
<br />
'''Complement'''<br />
* 2 groups of alien troops.<br />
* 1 command alien on the bridge<br />
<br />
'''Salvage'''<br />
* X - X Alien Alloys<br />
* X - X Elerium<br />
* 0 - 2 UFO Flight Computers<br />
* 0 - 1 UFO Power Sources<br />
<br />
===Large Scout UFO===<br />
Can be handled by a default interceptor, with heavy damage sustained.<br />
<br />
'''Complement'''<br />
* 2 - 3 groups of alien troops.<br />
* 1 command group on the bridge<br />
<br />
'''Salvage'''<br />
* X - 172 Alien Alloys<br />
* X - 56 Elerium<br />
* 0 - 4 UFO Flight Computers<br />
* 0 - 2 UFO Power Sources<br />
<br />
===Abductor===<br />
This UFO will be announced by Central as being "much larger than the UFOs we have previously encountered". You'll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.<br />
<br />
'''Complement'''<br />
* 5 groups of alien troops.<br />
* 2 command aliens on the bridge<br />
<br />
'''Salvage'''<br />
* X - 207 Alien Alloys<br />
* X - 76 Elerium<br />
* X - 4 UFO Flight Computers<br />
* X - 2 UFO Power Sources<br />
* X - 6 Alien Stasis Tank<br />
* X - 2 Alien Surgery<br />
<br />
===Supply Ship===<br />
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.<br />
<br />
'''Complement'''<br />
* 5 groups of alien troops.<br />
* 2 command aliens on the bridge<br />
<br />
'''Salvage'''<br />
* X - X Alien Alloys<br />
* X - X Elerium<br />
* X - X UFO Flight Computers<br />
* X - X UFO Power Sources<br />
<br />
===Battleship===<br />
An advanced large UFO. Engage with a [[Firestorm (EU2012)|Firestorm]] armed with [[Plasma_Cannon_(EU2012)|Plasma]] or [[EMP_Cannon_(EU2012)|EMP Cannons]]. Expect to take moderate-heavy damage.<br />
<br />
'''Complement'''<br />
* 7 groups of alien troops.<br />
* 1 command aliens on the bridge<br />
<br />
'''Salvage'''<br />
* X - 307 Alien Alloys<br />
* X - 126 Elerium<br />
* X - 4 UFO Flight Computers<br />
* X - 4 UFO Power Sources<br />
* 0 - 2 Fusion Core<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&diff=39561Alien Life Forms (EU2012)2012-10-18T01:41:31Z<p>Drakalu: /* Heavy Floater */</p>
<hr />
<div>There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities. Know your enemy; your soldiers' lives depend on it.<br />
<br />
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.<br />
<br />
===Sectoid===<br />
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge.<br />
* '''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.<br />
{|<br />
| [[File:Sectoid (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Thin Man===<br />
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don't pack as much firepower as other enemies.<br />
* '''Poison Spit''': Causes damage each turn for ''up to'' 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit's accuracy.<br />
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.<br />
* '''Leap''': Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).<br />
* Note: Units carrying a medikit or titan armor are immune to the Thin Man's poison.<br />
*''Trivia: The Thin Man's face is a caricature of Sid Meier, boss of Firaxis. Sid's face has a habit of popping up in his games.''<br />
{|<br />
| [[File:Thin Man (EU2012).png|thumb]]<br />
|} <br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Floater===<br />
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus ''does not'' stack with existing cover bonuses - they only recieve the best cover.<br />
{|<br />
| [[File:Floater (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Heavy Floater===<br />
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.<br />
<br />
* '''Evasion''': Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.<br />
* '''Launch''': Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br />
* '''Bombard''': Throw or launch grenades over exceptionally long distances. <br />
<br />
{|<br />
| [[File:Heavy Floater (EU2012).png|thumb]]<br />
<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|-<br />
|}<br />
<br />
===Muton===<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. Wounding a Muton without killing it can intimidate your soldiers and lower their Will.<br />
* '''Blood Call''': Buffs other Mutons.<br />
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.<br />
{|<br />
| [[File:Muton (EU2012).png|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%<br />
|-<br />
|}<br />
===Muton Elite===<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%<br />
|}<br />
===Muton Berserker===<br />
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.<br />
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.<br />
{|<br />
| [[File:Muton Berserker (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot<br />
<br />
|-<br />
|}<br />
===Outsider===<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. <br />
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. <br />
{|<br />
| [[File:Outsider (EU2012).jpg|thumb]]<br />
|}<br />
{| class="wikitable" width="100%" <br />
|+ Weapons Used<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align="center" | 4 || align="center" | 10 || align="center" | 0 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 30%<br />
|-<br />
|}<br />
===Chryssalid===<br />
Chryssalids are fast melee units. Their '''Implant''' attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage.<br />
* '''Poisonous Claws''': "''Poison enemies wounded by a melee attack.''"<br />
* '''Implant''': "''Victims are implanted with a Chryssalid egg if they are killed by the attack.''" A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.<br />
* Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.<br />
{|<br />
|[[File:Chryssalid.png|thumb]]<br />
|}<br />
<br />
===Cyberdisc===<br />
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their 'closed' form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat. They are immune to most psionic attacks.<br />
* Can throw an Alien Grenade to attack multiple soldiers at once.<br />
* Cyberdiscs automatically 'close-up' into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.<br />
* '''Death Blossom''': An area of effect attack dealing high damage to all units within a few spaces in all directions.<br />
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.<br />
{|<br />
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]<br />
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]<br />
|}<br />
<br />
===Drone===<br />
Drones are weak flying robotic units with a weak ranged attack. Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.<br />
* With Foundry Upgrades, the Arc Thrower can be used to 'hack' Drones and seize control of them for the duration of a mission.<br />
{|<br />
| [[File:Drone (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Ethereal===<br />
Physically weak, slow units with high health and powerful psionic attacks.<br />
<br />
* '''Psi Lance''': Offensive Psi ability that deals more damage if the target fails a will challenge.<br />
* '''Mindfray''', offensive psionic ability that causes damage and lowers will.<br />
* Can mind control.<br />
* '''Psi Drain''': Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)<br />
* '''Rift''', a powerful AoE attack that inflicts more damage if they fail a will challenge.<br />
* Chance to reflect physical projectiles back at the attacker.<br />
* High will; resistant to psionic attacks.<br />
[[File:2012-10-14 00005.jpg|thumb|none]]<br />
<br />
===Sectoid Commander===<br />
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.<br />
* '''Mind Control''': Takes control of the target. Robotic units are immune to '''Mind Control'''.<br />
* '''Greater Mind Merge''': Merge Minds with all lesser versions of the species. Targets gain +1 health, and +5 crit chance.<br />
{|<br />
| [[File:Sectoid Commander (EU2012).png|thumb]]<br />
|}<br />
<br />
===Sectopod===<br />
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by a Drone. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.<br />
* '''Plasma Beam:''' This weapon allows the Sectopod to make a single Overwatch attack even when it has used all of its actions for the prior turn ''unless'' those actions were spent to initiate the Cluster Bomb attack below.<br />
* '''??? Beam:''' A powerful yellow beam attack that can inflict around 10 damage.<br />
* '''Cluster Bomb:''' Uses both of the Sectopod's actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.<br />
* Seems to have a longer sight range than most units<br />
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.<br />
* The Heavy's ''HEAT Ammo'' promotion applies to ''all'' weapons, and can allow them to inflict ''vast'' amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets. A non-crit with a Heavy's rocket can do 16 points of damage.<br />
* The Heavy's ''Shredder Rocket'' promotion can also be used to make the Sectopod take additional damage from all other attacks.<br />
* Snipers can use their ''Headshot'' or ''Disabling Shot'' powers to cripple or inflict serious damage to a Sectopod, especially if they have the ''Double Tap'' promotion.<br />
{|<br />
| [[File:Sectopod (EU2012).jpg|thumb]]<br />
|}<br />
<br />
===Uber Ethereal===<br />
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&diff=39553S.H.I.V. (EU2012)2012-10-18T00:38:47Z<p>Drakalu: </p>
<hr />
<div>__TOC__<br />
<br />
== Models ==<br />
All S.H.I.V.s come with a chaingun by default. The weapon is automatically upgraded to the best available based on [[Foundry (EU2012)|Foundry]] research.<br />
<br />
=== S.H.I.V. ===<br />
{| class="wikitable"<br />
|HP<br />
|?<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|?<br />
|-<br />
|Aim<br />
|?<br />
|}<br />
<br />
=== Alloy S.H.I.V. ===<br />
The Alloy S.H.I.V. is an upgraded model that can be used as a portable High Cover by XCOM soldiers.<br />
<br />
{| class="wikitable"<br />
|HP<br />
|18<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|20+10<br />
|-<br />
|Aim<br />
|70+25<br />
|}<br />
<br />
<br />
=== Hover S.H.I.V. ===<br />
The Hover S.H.I.V. is capable of limited flight similar to the Arch Angel armor.<br />
<br />
{| class="wikitable"<br />
|HP<br />
|?<br />
|-<br />
|Will<br />
|0<br />
|-<br />
|Defense<br />
|?<br />
|-<br />
|Aim<br />
|?<br />
|-<br />
|Flight Time<br />
|?<br />
|}<br />
<br />
<br />
== Foundry Upgrades ==<br />
<br />
* S.H.I.V. Suppression<br />
* S.H.I.V. Laser<br />
* S.H.I.V. Plasma<br />
* S.H.I.V. Repair<br />
* Advanced Repair<br />
* Advanced Flight<br />
<br />
Advanced Construction (unknown)<br />
<br />
== Bugs and Work-arounds: ==<br />
<br />
<br />
<br />
(10/16/12): ''This section won't go into the use or types of SHIVs, only explanations of the various bugs that they currently have. However, please keep this in should someone get around to writing in-game information about them and they still haven't been fixed.''<br />
<br />
<br />
Despite being extremely useful, SHIVs are VERY broken. Almost to the point where I would suggest not using them AT ALL, but we'll get into that later. Other than the SHIVs having numerous, minor, in-battle bugs, the game seems to have trouble keeping track of how many there actually ARE. The first bug is the "normal" bug: no matter what you do when you return from a mission with a SHIV you will find an extra one in your barracks with the same name as the one you brought on the mission. However, there will be something strange about one of them (for example: one will be under repair even if the SHIV took no damage and it will not say when the repairs will be done); this is the easiest bug to fix: just dismantle the bugged out one because bringing it into a battle will cause unpredictable bugs, even bringing in the non-bugged one into a battle could cause problems just because of the mere existence of the other. The next bug involves a SHIV taking ANY damage during a battle; basically when a SHIV takes damage the game will create a copy of the SHIV at the end of the battle: one will be the non-bugged, damaged SHIV and the other will be a bugged, undamaged SHIV. This may not seem like a problem at first, just dismantle the bugged SHIV, right? Wrong. See, when you take six units into battle (including the SHIV) you can only take six home and with the normal bug this isn't a problem because the bugged SHIV is not counted on the units that you take home. However, when damage occurs both SHIVs are counted in the units you take home and if your squad is already full one of your soldiers will disappear. Poof, gone. Abducted by the aliens maybe. From what I can tell it's ALWAYS your highest ranking soldier. You can still recover the SHIV by deleting the bugged one as normal, however I have been unable to retrieve lost soldiers in anyway. The only work-arounds I have been able to find are to a) not bring a SHIV, their not much better than your average soldier and at this point need to much care to not lose a soldier, or b) leave a squad slot open. This may have been a bugged attempt by the developers to make SHIVs count as two units, not really sure at this time. Also, you could technically plan on having a rookie or other worthless soldier die in the battle in order to maximize firepower in the battle if your desperate; however this will get expensive after a while and lower the moral of your soldiers which could get more than one killed. I personally suggest leaving SHIVs out entirely until they're fixed as the the risk of forgetting to do all of the special treatment for them will likely be too great for many and losing an experienced soldier is worse. Leaving a squad slot empty isn't a bad choice either if you're not one to forget.<br />
--[[User:Absle|Absle]] 22:37, 16 October 2012 (EDT)<br />
<br />
I don't find much use for the SHIVs anyway. Even if you've got all Rookies, you want to be gaining XP to get their abilities. At best, a SHIV can suppress, maybe with advanced weapons that require dedicated research, and maybe either contribute as mobile cover or as a flying scout both with many hit points. Frankly, I built one in my first game just to see what they're like and haven't bothered again since. [[User:Robbx213|Robbx213]] 23:23, 16 October 2012 (EDT)<br />
<br />
Early in the game I like to bring one along, because at that point in the game most of your soldiers don't make good scouts. Plus, their mobile cover ability makes them awesome for when you just don't have the best armor developed yet. Also, early in the game your soldiers just don't have the damage to handle surprise Muton attacks quickly. But yeah, late-game they're hardly indispensable or anything. --[[User:Absle|Absle]] 14:00, 17 October 2012 (EDT)<br />
: Early on, I used an Alloy SHIV as a "cheap" scout unit and to provide cover for the rookies, Assault soldiers when moving into position. ~ [[User:Drakalu|Drakalu]] 20:38, 17 October 2012 (EDT)<br />
<br />
== See Also ==<br />
* [[Foundry (EU2012)|Foundry]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&diff=39547Talk:UFOs (EU2012)2012-10-18T00:05:21Z<p>Drakalu: /* Abductors */</p>
<hr />
<div>Questioning whether it's worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)<br />
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)<br />
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says "insert text here", that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)<br />
:::Ah, just didn't knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I'd really like to start setting up 'skeleton' pages, already following some basic wiki guidelines to ease up work later, and that's why I based this page on the old one - I don't really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)<br />
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the 'editorial control' of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)<br />
<br />
== Abductors ==<br />
<br />
The page currently says that you'll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don't want to change it in the fear that it might just be a fluke. I'm on normal when I do this, I can't remember how I did on classic.<br />
<br />
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.<br />
<br />
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)<br />
<br />
<br />
Hyperwave Decoder listed the crew size as 14. Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)<br />
<br />
== Ship Classes ==<br />
<br />
I don't think there's a "Medium Scout", only a Small and a Large. Small ones are one-room, and Large have about half a dozen rooms. Also, between Abductors and Battleships <br />
there's a "Supply Ship" class. The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)<br />
<br />
== Alien Complement ==<br />
<br />
I've noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes. For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders. Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level. Now that I'm disabling more UFOs I'll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)<br />
<br />
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)<br />
<br />
== Supply Ships ==<br />
<br />
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386<br />
<br />
:They can appear before that, but it's not terribly likely. I've only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)<br />
<br />
<br />
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.<br />
<br />
:It's realistic that at least on Normal, you can finish the game in less time than that. So yeah, I expect that it's more a time-based thing than anything, and that most players so far have not seen them until after the alien base. Remember, the game's only been out a week. There's stuff we STILL don't know about the original, which would be old enough to vote if it was a person. ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)<br />
<br />
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I've removed references to specific alien types. Rather, I'm referencing just groups of "alien troops" and the number of "command aliens" on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)<br />
<br />
== Updated format ==<br />
<br />
I've added sections for crew complement as well as likely salvage. Please populate.<br />
<br />
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]<br />
<br />
:From what I've seen, Terror missions and Council missions have operational windows of less than a day. I'd expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party. Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s). [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)<br />
<br />
::I'm actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)<br />
<br />
:Oh, that. So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor. I can look into more research a bit later, but that's what sticks out in my memory. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)<br />
<br />
== Ufo immage ==<br />
<br />
If you want you can use my screenshot<br />
<br />
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875<br />
http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/<br />
<br />
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&diff=39546Talk:UFOs (EU2012)2012-10-18T00:05:08Z<p>Drakalu: /* Abductors */</p>
<hr />
<div>Questioning whether it's worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)<br />
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)<br />
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says "insert text here", that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)<br />
:::Ah, just didn't knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I'd really like to start setting up 'skeleton' pages, already following some basic wiki guidelines to ease up work later, and that's why I based this page on the old one - I don't really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)<br />
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the 'editorial control' of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)<br />
<br />
== Abductors ==<br />
<br />
The page currently says that you'll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don't want to change it in the fear that it might just be a fluke. I'm on normal when I do this, I can't remember how I did on classic.<br />
<br />
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.<br />
<br />
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)<br />
<br />
<br />
Hyperwave Decoder listed the crew size as 14. Curious to see what crew size is returned for the other UFOs.<br />
<br />
== Ship Classes ==<br />
<br />
I don't think there's a "Medium Scout", only a Small and a Large. Small ones are one-room, and Large have about half a dozen rooms. Also, between Abductors and Battleships <br />
there's a "Supply Ship" class. The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)<br />
<br />
== Alien Complement ==<br />
<br />
I've noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes. For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders. Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level. Now that I'm disabling more UFOs I'll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)<br />
<br />
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)<br />
<br />
== Supply Ships ==<br />
<br />
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386<br />
<br />
:They can appear before that, but it's not terribly likely. I've only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)<br />
<br />
<br />
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.<br />
<br />
:It's realistic that at least on Normal, you can finish the game in less time than that. So yeah, I expect that it's more a time-based thing than anything, and that most players so far have not seen them until after the alien base. Remember, the game's only been out a week. There's stuff we STILL don't know about the original, which would be old enough to vote if it was a person. ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)<br />
<br />
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I've removed references to specific alien types. Rather, I'm referencing just groups of "alien troops" and the number of "command aliens" on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)<br />
<br />
== Updated format ==<br />
<br />
I've added sections for crew complement as well as likely salvage. Please populate.<br />
<br />
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]<br />
<br />
:From what I've seen, Terror missions and Council missions have operational windows of less than a day. I'd expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party. Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s). [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)<br />
<br />
::I'm actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)<br />
<br />
:Oh, that. So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor. I can look into more research a bit later, but that's what sticks out in my memory. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)<br />
<br />
== Ufo immage ==<br />
<br />
If you want you can use my screenshot<br />
<br />
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875<br />
http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/<br />
<br />
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&diff=39543Alien Artifacts (EU2012)2012-10-17T23:56:04Z<p>Drakalu: </p>
<hr />
<div>{| class="wikitable sortable"<br />
|+<br />
!Item name<br />
!Gray Market Value §<br />
!Required for research/foundry project<br />
!Required for manufacturing<br />
|-<br />
|[[Sectoid Corpse (EU2012)|Sectoid Corpse]]<br />
|5<br />
|[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]], [[Xeno-Biology (EU2012)|Xeno-Biology]]<br />
|[[Uplink Targeting (EU2012)|Uplink Targeting]] (3x)<br />
|-<br />
|[[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]]<br />
|10<br />
|[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]<br />
|<br />
|-<br />
|[[Thin Men Corpse (EU2012)|Thin Men Corpse]]<br />
|5<br />
|[[Thin Men Autopsy (EU2012)|Thin Men Autopsy]]<br />
| <br />
|-<br />
|[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]<br />
|5<br />
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]<br />
|[[Chitin Plating (EU2012)|Chitin Plating]] (4x)<br />
|-<br />
|[[Outsider Shard (EU2012)|Outsider Shard]]<br />
|<br />
|<br />
|[[Skeleton Key (EU2012)|Skeleton Key]] (1x)<br />
|-<br />
|[[Floater Corpse (EU2012)|Floater Corpse]]<br />
|5<br />
|<br />
|[[Defense Matrix (Dodge)(EU2012)|Defense Matrix (Dodge)]] (x3)<br />
|-<br />
|[[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]<br />
|5<br />
|[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]], Advanced Flight (2x)<br />
|<br />
|-<br />
|[[Muton Corpse (EU2012)|Muton Corpse]]<br />
|5<br />
|[[Muton Autopsy (EU2012)|Muton Autopsy]]<br />
|<br />
|-<br />
|[[Muton Berserker Corpse (EU2012)|Muton Berserker Corpse]]<br />
|5<br />
|[[Muton Berserker Autopsy (EU2012)|Muton Berserker Autopsy]]<br />
|[[Combat Stims (EU2012)|Combat Stims]] (1x)<br />
|-<br />
|[[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]<br />
|5<br />
|[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]<br />
|<br />
|-<br />
|[[Drone Wreck (EU2012)|Drone Wreck]]<br />
|2<br />
|[[Drone Autopsy (EU2012)|Drone Autopsy]], Advanced Flight (2x)<br />
|<br />
|-<br />
|[[Cyberdisk Wreck (EU2012)|Cyberdisk Wreck]]<br />
|7<br />
|[[Cyberdisk Autopsy (EU2012)|Cyberdisk Autopsy]], Advanced Flight (2x)<br />
|<br />
|-<br />
|[[Sectopod Wreck (EU2012)|Sectopod Wreck]]<br />
|10<br />
|[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]<br />
|<br />
|-<br />
|[[Ethereal Corpse (EU2012)|Ethereal Corpse]]<br />
|<br />
|[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]<br />
|[[Mind Shield (EU2012)|Mind Shield]] (1x)<br />
|-<br />
|[[Elerium (EU2012)|Elerium]]<br />
|3<br />
|[[Elerium (EU2012)|Elerium]]<br />
|[[Skeleton Key (EU2012)|Skeleton Key]] (10x)<br />
|-<br />
|[[Alien Alloys (EU2012)|Alien Alloys]]<br />
|2<br />
|[[Alien Materials (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]] (10x), [[Skeleton Suit (EU2012)|Skeleton Suit]] (15x), [[Beam Weapons (EU2012)|Beam Weapons]] (5x)<br />
|[[Carapace Armor (EU2012)|Carapace Armor]] (15x), [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] (23x), [[Heavy Laser (EU2012)|Heavy Laser]] (23x), [[Scatter Laser (EU2012)|Scatter Laser]] (23x), [[Laser Rifle (EU2012)|Laser Rifle]] (13x), [[Laser Pistol (EU2012)|Laser Pistol]] (8x), [[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Laser Cannon (EU2012)|Laser Cannon]] (21x), [[Chitin Plating (EU2012)|Chitin Plating]] (10x)<br />
|-<br />
|[[UFO Nav Computer (EU2012)|UFO Flight Computer]]<br />
|40<br />
|[[Alien Nav Computer (EU2012)|Alien Nav Computer]] (2x)<br />
|<br />
|-<br />
|[[UFO nav-computer (damaged) (EU2012)|UFO nav-computer (damaged)]]<br />
|20<br />
| none<br />
|none<br />
|-<br />
|[[UFO Power Source (EU2012)|UFO Power Source]]<br />
|75<br />
|[[UFO Power Source (EU2012)|UFO Power Source]]<br />
|<br />
|-<br />
|[[UFO Power Source (damaged) (EU2012)|UFO Power Source (damaged)]]<br />
|30<br />
| none<br />
| none<br />
|-<br />
|[[Weapon Fragments (EU2012)|Weapon Fragments]]<br />
|1<br />
|[[Weapon Fragment (EU2012)|Weapon Fragment]] (5x), [[Plasma Pistol (EU2012)|Plasma Pistol]] (40x), [[Beam Weapons (EU2012)|Beam Weapons]] (10x)<br />
|<br />
|-<br />
|[[Alien Food (EU2012)|Alien Food]]<br />
| 10<br />
| none<br />
| none<br />
|-<br />
|[[Alien Entertainment (EU2012)|Alien Entertainment]]<br />
| 17<br />
| none<br />
| none<br />
|-<br />
|[[Alien Stasis Tank (EU2012)|Alien Stasis Tank]]<br />
| 10<br />
| none<br />
| none<br />
|-<br />
|[[Alien Surgery (EU2012)|Alien Surgery]]<br />
| 10<br />
| none<br />
| none<br />
|-<br />
|[[Fusion Core(EU2012)|Fusion Core]]<br />
| 125<br />
| [[Fusion Lance (EU2012)|Fusion Lance]], Guided Fusion Launcher<br />
|[[Fusion Lance (EU2012)|Fusion Lance]] (1x), [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x)<br />
|}<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Foundry_(EU2012)&diff=39542Foundry (EU2012)2012-10-17T23:51:03Z<p>Drakalu: /* Foundry Projects */</p>
<hr />
<div>The foundry allows for squad wide upgrades similar to the Officer Training School. <br />
<br />
__TOC__<br />
<br />
==Construction==<br />
The foundry must be constructed in the Ant Farm in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty.<br />
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. <br />
<br />
*Cost: 3 Power, §75<br />
*Time: 10 days<br />
*Maintenance: $20/month<br />
<br />
==Future Combat Bonus==<br />
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.<br />
<br />
==Foundry Projects==<br />
List of foundry projects.<br />
<br />
Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits.<br />
<br />
<br />
'''Heavy Weapons Platform (SHIV)'''<br />
*Requirements: None<br />
*Variable Cost: §70<br />
*Fixed Cost: 5 Engineers<br />
*Time: 7 days<br />
*''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.''<br />
<br />
'''Alien Grenades'''<br />
*Requirements: Salvaged Alien Grenade<br />
*Variable Cost: §75, 10x Elerium, 25x Alloys, <br />
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers<br />
*Time: 7 days<br />
*Frag grenades upgraded to Alien grenades. <br />
*''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...''<br />
<br />
'''Improved Medkit'''<br />
*Requirements: Thin Man Autopsy<br />
*Variable Cost: §125<br />
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers<br />
*Time: 14 days<br />
*+50% healing delivered by a single medkit charge.<br />
*''The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''<br />
<br />
'''Improved Arc Thrower'''<br />
*Requirements: Researched Arc Thrower and Elerium<br />
*Variable Cost: §100, 20 Elerium, 20 Alloys<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 14 days<br />
*Increase Stun success rate.<br />
*''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.''<br />
<br />
'''Advanced Repair'''<br />
*Requirements: Heavy Floater Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Improves repair rate of SHIVs and aircraft.<br />
*''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
<br />
'''S.H.I.V. Laser'''<br />
*Requirements: SHIV Project, Researched Heavy Lasers<br />
*Variable Cost: §100, 30x Alloys<br />
*Fixed Cost: 15x Weapon Fragment, 10 Engineers<br />
*Beam Weapon Research credit applies.<br />
*Time: 7 days (4 days)<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with laser cannon.<br />
*''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''<br />
<br />
'''S.H.I.V. Plasma'''<br />
*Requirements: SHIV Project, Researched Heavy Plasma<br />
*Variable Cost: §100, 15x Elerium, 22x Alloys<br />
*Fixed Cost: 30x Weapon Fragments, 20x Engineers<br />
*?<br />
*Time: 2 days<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with plasma cannon.<br />
*''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''<br />
<br />
'''S.H.I.V. Repair'''<br />
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon<br />
*Variable Cost: §35(?), 7x Alloys<br />
*Fixed Cost: 10x Engineers<br />
*?<br />
*Time: 4 days<br />
*Allows soldiers to repair SHIV units with Arc Thrower.<br />
<br />
'''Drone Capture'''<br />
*Requirements: Researched Arc Thrower, Drone Autopsy<br />
*Variable Cost: §175<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 7 days<br />
* Allows Arc Thrower to capture Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).<br />
*''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''<br />
<br />
'''Ammo Conservation'''<br />
*Requirements: Muton Autopsy <br />
*Variable Cost: §150, 90 Alloys<br />
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers<br />
*Beam Weapon Research Credit Applies<br />
*Time: 4 days (2 days) ; Normal+41eng=14d<br />
*All weapons can be fired twice as many times before reloading.<br />
*''Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''<br />
<br />
'''Advanced Flight'''<br />
*Requirements: Researched Archangel Armor<br />
*Variable Cost: §162(?), 25x Alloys<br />
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers<br />
*Flight Research Credit applies.<br />
*Time: 7 days<br />
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.<br />
<br />
'''Advanced Construction'''<br />
*Requirements: Sectopod Autopsy<br />
*Variable Cost: §187(?), 25x Alloys<br />
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers<br />
*?<br />
*Time: 14 days<br />
*Allows you to construct facilities in half time for double cost(toggled when facility is ordered)<br />
*''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''<br />
<br />
'''Improved Pistol I'''<br />
*Requirements: None<br />
*Variable Cost: §75<br />
*Fixed Cost: 5x Weapon Fragment, 5 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Critical Chance<br />
*''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...''<br />
<br />
'''Improved Pistol II'''<br />
*Requirements: Researched Beam Weapons<br />
*Variable Cost: §150 credits, 20 Alloys<br />
*Fixed Cost: 25x Weapon Fragment, 10 Engineers<br />
*Time: 2 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Aim<br />
*''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''<br />
<br />
'''Improved Pistol III'''<br />
*Requirements: Researched Plasma Pistol<br />
*Variable Cost: §250, 20x Elerium, 20x Alloys<br />
*Fixed Cost: 50x Weapon Fragment, 20 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Damage<br />
<br />
'''SHIV Suppression'''<br />
*Requirements: SHIV Project<br />
*Variable Cost: §20<br />
*Fixed Cost: 15 Engineers<br />
*Time: (N+46) 7d<br />
*''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.''<br />
<br />
'''Stealth Satellites'''<br />
*Requirements: Researched Alien Nav Computer<br />
*Variable Cost: §150, 20 Elerium, 20 Alloys<br />
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers<br />
*Time: Unknown<br />
*Makes satellites harder to detect by aliens.<br />
*''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''<br />
<br />
'''S.C.O.P.E. Upgrade'''<br />
*Requirements: Researched Weapon Fragments<br />
*Variable Cost: §75<br />
*Fixed Cost: 15 Weapon Fragments, 10 Engineers<br />
*Time: Unknown<br />
*Beam Weapons research credit applies.<br />
*Increase Critical Chance<br />
*''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Drakaluhttps://www.ufopaedia.org/index.php?title=Talk:Foundry_(EU2012)&diff=39541Talk:Foundry (EU2012)2012-10-17T23:49:16Z<p>Drakalu: Created page with "The § cost of foundry projects is reduced with the Asia continent bonus. However, are any of the other costs affected by outside variables? Number of Engineers, Workshop Bonus..."</p>
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<div>The § cost of foundry projects is reduced with the Asia continent bonus. However, are any of the other costs affected by outside variables? Number of Engineers, Workshop Bonuses, etc? I'm fairly certain that you receive the "workshop refund" when the project completes but the beginning price appears to stay the same regardless. Can anyone confirm this? ~ [[User:Drakalu|Drakalu]] 19:49, 17 October 2012 (EDT)</div>Drakalu