https://www.ufopaedia.org/api.php?action=feedcontributions&user=Miteusz&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T15:26:13ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=EXALT_(EU2012)&diff=118063EXALT (EU2012)2023-12-26T21:15:37Z<p>Miteusz: /* Cell Placement */ Changed "0,9" to "0.9"</p>
<hr />
<div>[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]<br />
"Scientia Potentia Est" ~ ''Knowledge is Power; emblem motto in EXALT HQ.''<br />
<br />
EXALT is a new global human threat introduced in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.<br />
<br />
EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and disrupt XCOM efforts's to fight the invasion instead. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission. EXALT will even try to outsmart the aliens during Operation [[Progeny (EU2012)|Progeny]] in order to gain access to a high value [[Annette Durand (EU2012)|weapon]]. <br />
<br />
The nature of EXALT's threat is similar to the one posed by the [[Cult_of_Sirius|Cult of Sirius]] in [[Apocalypse|X-COM Apocalypse]]. However, one major difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in black market and clandestine circles, groups whose interests tend to lie in acquiring power for ''themselves''.<br />
<br />
The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. To completely eliminate the EXALT threat, XCOM will have to discover and raid their [[EXALT Base Raid (EU2012)|base]]. <br />
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<noinclude><br />
==EXALT Deployment==<br />
[[Image:EXALT Appearance (EU2012).png|right|300px|EXALT appears]]<br />
EXALT always starts its operations at a random date in May, with the possible variation between dates dependent on the game's difficulty level. On Easy/Normal difficulties the day can vary between the 12th and the 24th, while on Classic/Impossible it can start anywhere between the 6th and the 24th. <br />
<br />
On the day EXALT starts its operations it will place 2 cells, one of which will immediately perform an anti-XCOM operation and become exposed. The 2nd cell will remain hidden and can be exposed through an [[Covert Operations (EU2012)#Dealing with EXALT|Intel Scan]]. Afterwards EXALT will periodically keep placing new cells until it reaches the limit of active cells (10 for all difficulties) or its HQ is eliminated. <br />
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==EXALT Cells==<br />
===Cell Placement===<br />
[[Image:EXALT Agents 1.jpg|right|300px|EXALT Agents]]<br />
EXALT can place a new cell after a placement cooldown period, which can vary between 12 to 24 days (Easy/Normal [[Difficulty (EU2012)|difficulty]] levels) and 6 to 24 days (Classic/Impossible). Each cell consists of a number of EXALT [[EXALT Units (EU2012)|agents]] and their precise numbers will [[EXALT Units (EU2012)#EXALT_Deployment|depend]] on the map where the [[Covert Operations (EU2012)|covert mission]] takes place. <br />
<br />
After the cooldown period reaches 0, EXALT will make a list of [[The Council (EU2012)|Council]] countries that don't have EXALT Cells already assigned and give them a score based on several factors:<br />
* Panic Levels - countries with [[Panic (EU2012)|panic]] levels from 2 to 4 have a bigger positive modifier added to the score.<br />
* XCOM HQ's [[XCOM Base Location (EU2012)|location]] - countries on that continent will have a negative modifier.<br />
* [[Satellite (EU2012)|Satellites]] - countries with satellites deployed will have a negative modifier.<br />
* Continent has no EXALT cells - countries will have a positive modifier.<br />
* All countries in continent are still in XCOM - country gets a positive modifier.<br />
* Single country in continent without satellites - country gets a positive modifier. <br />
* Only 1 country in continent still in XCOM - country gets a negative modifier. <br />
* Continent has left XCOM (continent bonus no longer active) - country gets a negative modifier.<br />
* Country has left XCOM - no modifier. <br />
<br />
The values for the modifiers can change between difficulty levels, see [[EXALT (EU2012)#Game Data Sources|Game Data Sources]] for the precise numbers. <br />
<br />
Afterwards, EXALT will randomly choose 1 country from the list, with countries with bigger scores having better chances of being chosen. It will then make a final roll to determine if the cell has been successfully placed, using the following modifiers:<br />
* Base Chance (can vary on different difficulty levels between 0.9 and 1.1)<br />
* Satellite present (can vary on different difficulty levels between -0.2 and 0)<br />
* [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] - developing this Foundry project gives a -0.35 modifier, on all difficulty levels.<br />
<br />
If the new cell is placed successfully there will be a cool down period for placing the next new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level.<br />
<br />
===Cell Status===<br />
[[Image:EXALT Cell (EU2012).png|right|300px|EXALT cell detected]]<br />
EXALT cells can have two statuses: Exposed and Hidden. <br />
<br />
'''Hidden Cells'''<br />
* When initially deployed or move to another country EXALT cells will be hidden. <br />
* Only Hidden EXALT cells can conduct XCOM operations. <br />
* Each Hidden EXALT Cell will only take actions after a number of certain days/conditions have passed.<br />
** After its initial deployment or relocation to another country, the date for its next anti-XCOM operation is randomly determined, with the range of values dependent on the difficulty level (7 to 21 days on Easy/Normal and 7 to 15 on Classic/Impossible).<br />
** If the date of the next operation is reached and enough days have passed between different cell operations (the limit depends on difficulty level), it will perform an anti-XCOM operation and become exposed.<br />
** Otherwise, the cell will remain hidden and move to another country, using the placement score described above.<br />
* After an existing cell relocates itself, there will be a cool down period for placing a new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level. <br />
<br />
'''Exposed Cells'''<br />
* Cells will be exposed after completing an anti-XCOM operation or if an Intel Scan is conducted from the [[Situation Room (EU2012)|Situation Room]]. <br />
* After a number of days have passed (4 to 7 days on Easy difficulty, 2 to 5 on all other difficulty levels, an exposed EXALT cell will relocate itself to another country and become hidden. <br />
** However, the cell will stay exposed if XCOM deploys a [[Covert Operative (EU2012)|Covert Operative]] and until the covert deployment ends. <br />
** The cell will immediately relocate and hide if the mission is a failure or the Covert Operative isn't extracted. <br />
<br />
===Cell Operations===<br />
[[Image:EXALT Research Hack.png|right|300px|EXALT Research Hack]]<br />
Hidden EXALT cells can conduct 3 types of anti-XCOM operations and will randomly choose 1 of them:<br />
<br />
'''Propaganda'''<br />
* Increases [[Panic (EU2012)|Panic]] on the targeted country. <br />
* The amount of panic applied to the country varies between difficulty levels (1 on Easy, 2 on Normal/Classic, 3 on Impossible). <br />
* On Impossible difficulty, there's also a panic penalty of 1 applied to all other countries in the continent. <br />
<br />
'''Sabotage'''<br />
* XCOM's credits (§) will be reduced by a certain value. <br />
* The reduction is determined using either 1 of 2 predetermined constants, MinSabotageCashAmount (in §) or SabotageCashPercentage (in %). <br />
* If the total number of credits to be stolen using SabotageCashPercentage is bigger that the MinSabotageCashAmount, the game removes the SabotageCashPercentage value. <br />
* Otherwise the game removes the MinSabotageCashAmount, unless there are no sufficient existing credits, in which case the game will remove all credits available. <br />
<br />
'''Research Hack''' <br />
* Slows down XCOM's current [[Research (EU2012)|research]].<br />
* Research Hacks will only be performed if the research progress percentage of the current project has advanced past a determined limit, defined by the game's difficulty level. The values are 30% (Easy) and 50% (all other difficulties). <br />
* The amount of research lost is calculated using either the MinResearchHackDays or the ResearchHackPercentage values. <br />
* MinResearchHackDays reduces research by 5 full days while ResearchHackPercentage reduces research by 30% or 50%, depending on difficulty level. The game will calculate both reduction values and apply the biggest reduction. <br />
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks. Each Lab provides a 20% reduction on the time lost. <br />
<br />
Finally, it appears each hidden EXALT cell has a 50% chance of increasing panic by 1 point in the country where it is active. It isn't clear though when the game checks for this condition to happen (could be at the end of a Abductions/Council mission or at the end of the month).<br />
<br />
==Eliminating EXALT==<br />
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]<br />
Anti-EXALT operations are accessed through the [[Situation Room (EU2012)|Situation Room]], through the Covert Operations tab. It will display the map and the presence of any discovered EXALT cells and allow to conduct Intel Scans and perform [[Covert Operations (EU2012)|Covert Operations]] to eliminate exposed EXALT cells. <br />
<br />
EXALT operations will only cease when the EXALT base is successfully [[EXALT Base Raid (EU2012)|assaulted]], which will result also in the elimination of all existing EXALT cells. Similar to Alien Base Assault or other [[Storyline (EU2012)|Storyline]] missions, the EXALT Base Raid will stay available until XCOM decides to deal with EXALT, once and for all.<br />
<br />
After their base's destruction, EXALT will no longer have the capacity to carry out operations against you, and the [[Covert_Operations_(EU2012)|Covert Operations]] option will be removed: <br />
EXALT is as good as dead - for now. But with no confirmation on who their founders or leaders are, let alone if you've neutralized them, there's no telling if they're gone forever, or if this is just the [http://www.adventfuture.org/ advent] of a new threat...<br />
<br />
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<br />
==Trivia==<br />
[[Image:EXALT Annette (EU2012).png|right|300px|Annette's picture at the EXALT Base]]<br />
If the [[Progeny (EU2012)|Progeny]] campaign is selected and [[Annette Durand (EU2012)|Annette]] is rescued, Dr. [[Vahlen (EU2012)|Vahlen]] will reveal that Annette was originally captured by EXALT and given to the aliens. Later EXALT will revert on their decision and try to get Annette for themselves. It is possible to see a picture of Annette during the [[EXALT Base Raid (EU2012)|EXALT Base]] mission. <br />
<br />
[[XCOM 2]] established that in the canonical timeline XCOM was defeated very early in the first war. The developers confirmed that due to this EXALT was never formed. Hence, they do not appear in subsequent XCOM games.<br />
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<br />
==Game Data Sources==<br />
{|class="wikitable" width="60%" <br />
|+ EXALT Tuning<br />
| align="center" style="background:#f0f0f0;"|'''Difficulty Levels'''<br />
| align="center" style="background:#f0f0f0;"|'''Easy'''<br />
| align="center" style="background:#f0f0f0;"|'''Normal'''<br />
| align="center" style="background:#f0f0f0;"|'''Classic'''<br />
| align="center" style="background:#f0f0f0;"|'''Impossible'''<br />
|- align="center"<br />
| ExaltStartDelayDays||18||18||15||15<br />
|- align="center"<br />
| ExaltStartDelayDaysVariation||6||6||9||9<br />
|- align="center"<br />
| ExaltSweepBaseCost||50||50||50||50<br />
|- align="center"<br />
| ExaltSweepCostIncrease||0.5||1||1||1<br />
|- align="center"<br />
| CovertOperationDuration||6||6||6||6<br />
|- align="center"<br />
| colspan="5" | ''CellTuning''<br />
|- align="center"<br />
| MinDaysBetweenDifferentCellOperations||5||5||4||3<br />
|- align="center"<br />
| MinDaysBetweenOperations||7||7||7||7<br />
|- align="center"<br />
| MaxDaysBetweenOperations||21||21||15||15<br />
|- align="center"<br />
| MinDaysToHide||4||2||2||2<br />
|- align="center"<br />
| MaxDaysToHide||7||5||5||5<br />
|- align="center"<br />
| MinDaysBetweenCells||7||7||6||6<br />
|- align="center"<br />
| MaxDaysBetweenCells||10||11||10||9<br />
|- align="center"<br />
| MaxSimultaneousCells||10||10||10||10<br />
|- align="center"<br />
| MinSabotageCashAmount||50||50||75||100<br />
|- align="center"<br />
| SabotageCashPercentage||0.2||0.3||0.5||0.5<br />
|- align="center"<br />
| MinResearchHackDays||5||5||5||5<br />
|- align="center"<br />
| ResearchHackPercentage||0.3||0.5||0.5||0.5<br />
|- align="center"<br />
| colspan="5" | ''PlacementRollTuning''<br />
|- align="center"<br />
| BaseChance||0.9||1||1||1.1<br />
|- align="center"<br />
| SatelliteMod||-0.2||-0.2||0||0<br />
|- align="center"<br />
| StealthSatelliteMod||-0.35||-0.35||-0.35||-0.35<br />
|- align="center"<br />
| colspan="5" | ''PlacementScoreTuning''<br />
|- align="center"<br />
| CountryHasLeftXComMod||0||0||0||0<br />
|- align="center"<br />
| PanicMod[0]||0||0||0||0<br />
|- align="center"<br />
| PanicMod[1]||0.1||0.1||0||0<br />
|- align="center"<br />
| PanicMod[2]||0.2||0.2||0.1||0<br />
|- align="center"<br />
| PanicMod[3]||0.2||0.2||0.2||0.2<br />
|- align="center"<br />
| PanicMod[4]||0.1||0.1||0.2||0.3<br />
|- align="center"<br />
| PanicMod[5]||0.1||0.1||0.1||-0.1<br />
|- align="center"<br />
| SatelliteMod||-0.3||-0.1||-0.1||-0.1<br />
|- align="center"<br />
| HomeContinentMod||-0.1||-0.1||-0.1||0<br />
|- align="center"<br />
| ContinentHasNoCellsMod||0.1||0.1||0.2||0,1<br />
|- align="center"<br />
| ContinentNoCountriesHaveLeftXComMod||0.1||0.1||0.1||0.2<br />
|- align="center"<br />
| OnContinentWithOnlyOneCountryLeftInXComMod||-0.1||-0.1||-0.1||-0.1<br />
|- align="center"<br />
| ContinentHasLeftXComMod||-0.3||-0.3||-0.3||-0.3<br />
|- align="center"<br />
| OnlyCountryOnContinentWithoutSatelliteMod||0.2||0.2||0.2||0.2<br />
|-<br />
| colspan="5" | Table Values: DefaultGameData.INI<br>Game Mechanics: XGExaltSimulation class at XComStrategyGame.UPK<br />
|}<br />
<br />
<noinclude><br />
{{EXALT (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Gene_Mods_(EU2012)&diff=118061Talk:Gene Mods (EU2012)2023-12-26T19:05:05Z<p>Miteusz: An excellent choice for your Covert Agent, as they cannout equip any health-boosting equipment</p>
<hr />
<div>Am on Training Roulette, so didn't get to check if Sniper's Low Profile works with Memetic Skin to let a soldier hide under half-cover, too. If you do know/can find out, make a note of it for clarification purposes. --[[User:Xuncu|Xuncu]] 06:31, 18 November 2013 (EST)<br />
: Yes, Low Profile and Mimetic Skin do work with each, making any soldier with Low Profile a great candidate for Genetic Modification. However, I haven't tested to see if a Sniper with enemies in Squad Sight can still conceal as long as they don't move within Line of Sight of any enemies.<br />
: Also, I haven't noticed any "enemies with special abilities" target concealed soldiers, has anyone else? (See Mimetic Skin description)--[[User:DracoGriffin|DracoGriffin]] 14:25, 24 November 2013 (EST)<br />
::Perhaps other new aliens were planned but never made it into the game and so no one thought to change it. Or it is preluding something...--[[User:Ditto51|Ditto51]] 10:43, 2 December 2013 (EST)<br />
:::Alternative: the wording could be poor. Perhaps the intent is that the aliens won't DIRECTLY target that particular soldier...however, if that soldier happens to be in the radius of that grenade the Muton hurled over there, well, sucks to be you. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:11, 6 December 2013 (EST)<br />
<br />
== Separate Pages ==<br />
<br />
It may prove useful to break off each Body Part mod into own pages to allow for more clear information and tips. For instance, a page for Skin mods to compare contrast more readily instead of very cramped tips. Similar to the Progeny vs Slingshot page.--[[User:DracoGriffin|DracoGriffin]] 14:34, 24 November 2013 (EST)<br />
:Another option might be to add a second table below the current one just for tips and to compare the mods. And keep the first table with only specific info (how the damage for Neural Feedback is calculated, etc.) rather than including tactics/usage there. [[User:Hobbes|Hobbes]] 07:01, 25 November 2013 (EST)<br />
::How about like we've done the Class pages? Straight up in-game info at the top, comparisons of the mutally exclusive options in the middle, and comprehensive summary at the bottom? --[[User:Xuncu|Xuncu]] 08:24, 25 November 2013 (EST)<br />
:::I've kept a general table at the EW page but on the Gene Mods page I've given each body part (Brain, etc) a specific page section and within a subsection for each Gene Mod. I've also removed the comments from the tables. This allows easier linking and that should also allow more comments and comparisons. [[User:Hobbes|Hobbes]] 10:09, 2 December 2013 (EST)<br />
::::Looks a lot better and without having to create clutter with new pages. Nice job!--[[User:DracoGriffin|DracoGriffin]] 13:20, 2 December 2013 (EST)<br />
<br />
== Neural Feedback Damage ==<br />
<br />
Had an Ethereal fail to Mind Control one of my Psi Support gene modded with Neural Feedback, whom had 170 boosted Will. Feedback did 17 damage. Perhaps damage is minimum 7 damage but otherwise damage is Will/10 (170/10=17)?<br />
:Oh, yeh, I did forget to mention that there was a 'will save roll' involved for the attacking alien-- so I may be wrong about that "base 7" thing, too, but I dunno how to check coding. --[[User:Xuncu|Xuncu]] 04:09, 25 November 2013 (EST)<br />
<br />
==Adaptive Bone Marrow==<br />
<br />
Just a minor note: the healing effect of Adaptive Bone Marrow triggers at the *END* of the XCOM turn. So care should still be taken with soldiers who are badly wounded during the XCOM turn. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:55, 6 December 2013 (EST)<br />
<br />
==Combat Rush==<br />
<br />
Well, then my game and yours apparently aren't on the same page, since I had someone on the other end of a panel van NOT get buffed when my heavy killed someone and triggered off Combat Rush. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:07, 8 December 2013 (EST)<br />
:Did you check the unit's Info Pane afterwards? I've only noticed a range issue. There could be terrain issues where some things block and others do, I'll try to keep a closer look at covers and LoS.--[[User:DracoGriffin|DracoGriffin]] 21:38, 8 December 2013 (EST)<br />
:Looks like this is true, after all. With some testing, soldiers that are close to killing soldier but have at least two "layers" of hard cover between (vehicles are good examples, or cargo containers is what I used on military terror/EXALT map) will not receive the bonus. That's why I noticed before trees and walls weren't blocking the bonus, even without line of sight. Further testing should be done, as I believe destructible terrain and non-destructible play parts as well, but I'll put the comment back in.--[[User:DracoGriffin|DracoGriffin]] 15:40, 12 December 2013 (EST)<br />
:Do anyone know what the exact duration of Combat Rush is? Furthermore, has anyone deduced exactly how the movement bonus works? --[[User:Tiggurix|Tiggurix]] ([[User talk:Tiggurix|talk]]) 03:36, 5 October 2014 (EDT)<br />
::I was under the impression that it only lasts for 1 turn. XGTacticalGameCoreNativeBase at XComGame.upk lists the bonuses as the following:<br />
::const GENEMOD_ADRENAL_AIM = 10;<br />
::const GENEMOD_ADRENAL_CRIT = 5;<br />
::const GENEMOD_ADRENAL_MOBILITY = 2;<br />
::It only adds 2 movement points, which corresponds to roughly 1 extra movement tile (each straight tile costs about 1.625 movement points). It doesn't list the radius though, so I suspect the bonus is applied to all soldiers on sight. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:17, 5 October 2014 (EDT)<br />
::Thanks! I've also done some research on the duration on my own. It appears that the duration is two turns. I'm not a 100% sure about this, but since the effect makes soldiers without helmets on breathe orange smoke, I've taken a good look at this video [https://www.youtube.com/watch?v=PQiCURmrEEU] where the player activates Combat Rush on all his soldiers (since my good PC is down for repairs), and I'm pretty sure that the visual effect wears off after two player turns (including the one where he activates it) and two EXALT turns. --[[User:Tiggurix|Tiggurix]] ([[User talk:Tiggurix|talk]]) 20:06, 5 October 2014 (EDT)<br />
<br />
==Cover Agent==<br />
There is the following line about Mimetic Skin gene mod: "An excellent choice for your Covert Agent, as they cannout equip any health-boosting equipment". I think it is not true that Covert Operatives cannout equip any health-boosting equipment. If I recall correctly, they can wear Nano-Fiber Vest or Chitin Plating, for example.</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Missions_(EU2012)&diff=96928Missions (EU2012)2020-09-24T08:38:21Z<p>Miteusz: with -> without</p>
<hr />
<div><br />
<br />
Tactical missions are XCOM's main operations and can be generated through either [[Mission Control (EU2012)|Mission Control]] or the [[Situation Room (EU2012)|Situation Room]]. Each mission will have a [[Mission Names (EU2012)|codename]], and will have a Brief and Objectives for [[XCOM (EU2012)|XCOM]] to achieve. At the end of the mission the XCOM Commander will be shown an [[After Action Report (EU2012)|After Action Report]] detailing the success/failure of the mission. <br />
<br clear="all"><br />
[[File:Launch Mission (EU2012).png|600px|right|Launch Mission]]<br />
==Mission Types==<br />
===Alien Missions===<br />
Missions involving [[Alien Life Forms (EU2012)|alien]] invaders are the bread and butter of [[XCOM (EU2012)|XCOM]]. You'll be asked to either stop alien activity in specific countries or to recover landed/crashed [[UFOs (EU2012)|UFOs]]. Ignoring these missions increases the [[Panic (EU2012)|panic]] level of the country, and usually also in the continent where they occur, with the exception of Crashed UFO sites.<br />
* [[Alien Abductions (EU2012)|Alien Abductions]]<br />
* [[Crashed UFO (EU2012)|Crashed UFO]]<br />
* [[Landed UFO (EU2012)|Landed UFO]]<br />
* [[Alien Terror (EU2012)|Alien Terror Attack]]<br />
<br />
===[[The Council (EU2012)|Council]] Missions===<br />
Council [[The Council (EU2012)#Council Missions|missions]] will appear periodically and you'll be given resources (credits, [[Soldiers (EU2012)|soldiers]], etc.) in exchange for completing these missions, in addition it may also reduce the panic level of the country where it takes place. If failed or ignored most missions will also raise panic on the country, and, in Impossible [[Difficulty (EU2012)|difficulty]], on the entire continent. <br />
<br />
* [[Extraction (EU2012)|Target Extraction]]<br />
* [[Escort (EU2012)|Target Escort]] (Rescue) <br />
* [[Asset Recovery (EU2012)|Asset Recovery]] (Assault)<br />
* [[Bomb Disposal (EU2012)|Bomb Disposal]]<br />
<br />
The most difficult Council missions are usually the Bomb Disposal sites because of the time window involved to deactivate the alien bomb.<br />
After a player has reached the mid/late game the Council missions will turn into training runs since your advanced [[Weapons (EU2012)|weapons]] and [[Armor (EU2012)|armor]] will be more than a match for the usual [[Thin Man (EU2012)|Thin Men]] found in those missions.<br />
<br />
==== [[Slingshot_DLC_(EU2012)|Slingshot DLC]] Missions ====<br />
Slingshot is a [[DLC (EU2012)|DLC]] available for Enemy Unknown which consists in a campaign of 3 Council missions that unlock a playable soldier [[Shaojie Zhang (EU2012)|Zhang]] along with additional [[UFOs (EU2012)#UFO Salvage|salvage]]. The Slingshot missions will only be offered once in the first month of the game and you'll be given the choice of taking it instead or a regular Council mission. After each mission appears available on the [[Situation Room (EU2012)|Situation Room]] it is possible for the player to delay it indefinitely by choosing the 'Not Now' option. <br />
<br />
* [[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]<br />
* [[Confounding_Light_(EU2012)|Confounding Light]]<br />
* [[Gangplank_(EU2012)|Gangplank]]<br />
<br />
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Slingshot campaign has been pushed to a May start, instead of late March.<br />
<br />
===Storyline Missions===<br />
These are special [[Storyline Missions (EU2012)|Missions]] that you'll need to complete in order to progress in the [[Storyline (EU2012)|Storyline]]. Failure to complete certain missions will be considered a game loss. There are five Storyline missions, although the two Tutorials are optional at game start.<br />
* Tutorial<br />
* Meld Tutorial (EW DLC)<br />
* Alien Base Assault<br />
* [[XCOM Base Defense (EU2012)|XCOM Base Defense]] (EW DLC)<br />
* Temple Ship Assault<br />
<br />
For more details see the [[Storyline Missions (EU2012)|Storyline Missions]] page (massive spoilers!).<br />
===XCOM: Enemy Within DLC Missions ===<br />
In addition to the ones already mentioned above, the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] introduces several new missions. <br />
====Covert Operations Missions====<br />
[[Covert Operations (EU2012)|Covert Operations]] missions that become available on the Situation Room after [[EXALT (EU2012)|EXALT]] appears in May. Covert missions will be available until the EXALT base is destroyed. <br />
* [[Covert Extraction (EU2012)|Covert Extraction]]<br />
* [[Covert Data Recovery (EU2012)|Covert Data Recovery]]<br />
* [[EXALT Base Assault (EU2012)|EXALT Base Assault]]<br />
====Council Missions====<br />
* [[Site Recon (EU2012)|Site Recon]] (Assault)<br />
=====Progeny Missions=====<br />
[[Progeny (EU2012)|Progeny]] is a Council campaign of 3 missions that is optional at game start. It can be played in the same game with Slingshot campaign also activated, or as a solo campaign. <br />
* [[Portent (EU2012)|Portent]] <br />
* [[Deluge (EU2012)|Deluge]] <br />
* [[Furies (EU2012)|Furies]]<br />
<br />
==Mission Frequency==<br />
The majority of the tactical missions will be generated periodically by the game upon certain [[XComStrategyGame.UPK (EU2012)|definitions]] on a monthly basis. It is possible to ignore those missions but it will usually have negative consequences as [[Panic (EU2012)|panic]] will increase. <br />
<br />
Storyline missions don't have any time requirements and can be completed at the player's discretion. However, the [[Storyline (EU2012)#Alien Base|Alien Base]] assault can alter the frequency of Abductions, Terror Sites and UFO missions. <br />
<br />
===Before Alien Base Assault===<br />
* 1st mission - Tutorial or regular [[Alien Abductions (EU2012)|Alien Abductions]] mission in March.<br />
* Up to 2 Abductions each month, depending on the number of countries without satellites. <br />
* 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.)<br />
* 1 [[Missions (EU2012)#Council Missions|Council]] Mission every month, between the 13th and the 27th, can be [[Slingshot DLC (EU2012)|Slingshot]] campaign (EU only), if the Tutorial isn't activated. <br />
* 1 Council [[Requests (EU2012)|Request]] each 20 days + 7 random days. Each Request has a requirement and if it isn't met no request is generated (common in the early months). Each request has a 20 days limit to be completed before it disappears. <br />
** On the Enemy Within DLC, there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. <br />
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and [[Progeny (EU2012)|Progeny]] missions can fill either window. <br />
* 1 detected UFO each month, either crashed or landed. <br />
** 50% chance for a 2nd detected UFO during April to June (March to July with [[Second Wave (EU2012)|Second Wave]]'s Marathon). <br />
<br />
''Special Missions''<br />
* On the Enemy Within DLC, Slingshot's [[Friends in Low Places (EU2012)|Friends In Low Places]] mission happens on day 51, or around April 20th. [[Confounding Light (EU2012)|Confounding Light]] mission happens 25 days after (around May 15th) and [[Gangplank (EU2012)|Gangplank]] 2 days afterwards.<br />
* Also in EW, the Portent mission of the Progeny campaign is a Council mission in April. <br />
* [[EXALT (EU2012)|EXALT]] on May, on the 12th to 24th (Easy and Normal) and 6th to 24th (Classic and Impossible).<br />
<br />
===After Alien Base Assault===<br />
* 1 monthly Abduction mission, if there are 3+ countries in the [[The Council (EU2012)|Council]] without a satellite.<br />
* 1 Terror Site every month.<br />
* 1 Council Mission every month, between the 13th and the 27th, can be Slingshot campaign (EU only).<br />
* 1 Council Request each 20 days.<br />
** On EW, there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. <br />
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and Progeny missions can fill either window. <br />
* 1 detected UFO each month, either crashed or landed.<br />
** 50% chance for a 2nd detected UFO each month.<br />
** Random Mission - if the 2nd UFO wasn't added, the game may add an additional Abductions, Terror or Council mission. The AI will choose randomly between the mission types according to the following criteria: Terror and Council missions can only be chosen if they haven't been already scheduled for the month; in the case of Abductions, they are only chosen if there are 3 or more countries without satellites. If none of the criteria is met, there won't be an additional mission added. <br />
<br />
''Special Missions''<br />
* [[Base Defense (EU2012)|Base Defense]] - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)<br />
** Progeny campaign [[ (EU2012)| ]]Deluge and [[ (EU2012)| ]]Furies missions - both take place the month after Base Defense and building the Psionic Lab. Furies takes place 7 days (168 hours) after Deluge.<br />
* EXALT Elites replace regulars in July.<br />
<br />
===Abductions===<br />
* Abductions require a minimum of 2 countries without satellites to take place and have a maximum of 3 countries targeted each round. There is a maximum of 2 Abductions each month.<br />
** An exception is that after the Alien Base is assaulted, which always requires 3 countries as targets to take place. <br />
* Before the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission, there will be 2 [[Alien Abductions (EU2012)|Abductions]] each month, if there are 5 or more countries (3 for the 1st Abductions, 2+ for the 2nd Abductions) still in the Council without a satellite. <br />
* After the Alien Base is assaulted it can be none or up to 2 monthly missions, depending on the number of countries remaining on the Council without satellites. <br />
** The 1st mission will take place with only two countries available but the 2nd round of Abductions always requires 6 countries without satellites to be planned by the AI. <br />
* The aliens will target any countries still in the [[The Council (EU2012)|Council]] that don't have a satellite deployed and avoid any country already marked for a Terror Site during the month.<br />
* On EW (and probably for EU as well) there are two time windows for Abductions. The 1st is between day 1 and 7 of the month, the 2nd between the 11 and 25 days. The first window is only used if there are two Abductions scheduled for the month.<br />
<br />
===Terror Site===<br />
* Before the Alien Base mission, there's 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.). After the base is destroyed, it takes place every month. <br />
* Terror missions will take place on countries still in the Council, regardless of if they have satellites deployed or not. <br />
* There's a 75% chance that the aliens will choose to terrorize the most panicked country. If not, the aliens will randomly choose between the 3 countries with the most [[Panic (EU2012)|panic]] levels. <br />
* The targeted country will also be removed from the target list for any Abduction missions that take place on that month.<br />
<br />
===UFOs===<br />
* Detected [[UFOs (EU2012)|UFOs]] can be conducting 4 types of [[UFOs (EU2012)#UFO Missions|missions]]: Scout Target, Destroy Satellite, Harvest Live Specimens, and Final Preparations.<br />
*There's a monthly limit of 2 UFOs being detected either landed (Harvest Live Specimens mission) or flying (Scout Target mission)<br />
* 1 UFO is always detected each month, either flying or landed.<br />
* The appearance of the 2nd UFO is dependent if the Alien Base has been assaulted: <br />
** If it hasn't been assaulted and the 2nd Abductions mission has been added, there's a 50% chance for a 2nd detected UFO during April or May (April to June with [[Second Wave (EU2012)|Second Wave]]'s Marathon).<br />
** If it hasn't been assaulted and the 2nd Abductions mission has not been added due to a lack of sufficient countries, the 2nd UFO will always be generated. <br />
** If the Alien Base has been assaulted there's a 50% chance for a 2nd detected UFO.<br />
* Each month there will be specific UFOs available (either flying or landed) for missions.<br />
** If there are flying UFOs available for that month there's a 66% chance that the UFO will be detected while flying. Otherwise if there are landed UFOs available it will be a Landed UFO mission. <br />
** If there were no detections or there are no available landed UFOs, the game will choose from a pool of possible UFO types for the month. <br />
* More UFOs can appear in case a Destroy Satellite UFO mission is generated but there's a maximum of 2 UFO ground missions.<br />
** A Destroy Satellite UFO will only appear if any Harvest Live Specimens or Scout Target missions are completely ignored (no interceptors or Skyranger is launched and intercept/deploy the UFO). <br />
** The aliens will send quickly a Large Scout/Battleship on a Destroy Satellite mission, depending on the game difficulty. If the first mission is ground assaulted or intercepted, regardless of the final result, the 2nd mission will not be generated. <br />
* The Final Preparations UFO mission is only assigned to Overseer UFOs and only appears after you've progressed enough on the [[Storyline (EU2012)|Storyline]] to build the Hyperwave Relay.<br />
<br />
===Council===<br />
A list of Council missions and their rewards can be seen at [[The Council (EU2012)#Council Missions|Council Missions]].<br />
* On Enemy Unknown, 1 [[Missions (EU2012)#Council Missions|Council]] Mission every month, between the 13th and the 27th, can be filled by [[Slingshot DLC (EU2012)|Slingshot]] campaign missions.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. <br />
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and [[Progeny (EU2012)|Progeny]] missions can fill either window.<br />
** Slingshot or Progeny missions will take place during these time windows. It is possible to have a mission from either campaign and a regular Council mission on the same month.<br />
** If the Meld Tutorial is active it will take the place of the 1st Council mission.<br />
<br />
===EXALT===<br />
For a detailed explanation of the appearance of EXALT see [[EXALT (EU2012)#EXALT Cells|EXALT Cells]] and [[Covert Operations (EU2012)|Covert Operations]].<br />
<br />
==Mission Factors==<br />
===Response Times===<br />
[[File:Launch Mission 2 (EU2012).png|300px|right|Mission Control]]<br />
Each mission will have a window of opportunity of 1-2 days, specific values below:<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
! width=""50px" align="center" | Mission !! Deadline (Hours)<br />
|- <br />
| align="center" | Abductions || align="center" | 48<br />
|-<br />
| align="center" | Terror Site || align="center" | 30<br />
|-<br />
| align="center" | Crashed UFO || align="center" | 30<br />
|-<br />
| align="center" | Landed UFO || align="center" | 30<br />
|-<br />
| align="center" | Council || align="center" | 48<br />
|-<br />
|}<br />
<br />
===Mission Difficulty===<br />
The overall difficulty of a mission depends on the number and type of [[Alien Life Forms (EU2012)|aliens]] present in a mission and the [[Difficulty (EU2012)|Difficulty]] level. For a detailed breakdown of the numbers, check [[Alien Deployment (EU2012)|Alien Deployment]].<br />
<br />
Abduction missions will appear with individual difficulty levels of: Easy/Moderate/Difficult/Very Difficult. These give an indication of the total number of [[Alien Life Forms (EU2012)|alien]] and the number of alien "pods" (groups of 1-3 aliens) present on the mission. The individual mission difficulty is a number calculated with the following steps:<br />
#The number of current Storyline [[Storyline (EU2012)#Storyline Structure|Act]] (can vary from 1 to 3) is reduced by -1 and added to the mission difficulty.<br />
#The panic level of the country (1 to 5) is reduced by -1 and the final number added. <br />
#A random number from 0 to 2 is added. <br />
#If playing on Impossible difficulty a +1 modifier is added. <br />
#The difficulty number is clamped to a minimum of 0 and a maximum of 3. The final number determines the mission difficulty, with 0 being Easy and 3 Very Difficult.<br />
<br />
===Mission Rewards===<br />
On Abductions, the type of the rewards is randomly chosen when the mission appears, while on Council missions the rewards are [[The Council (EU2012)#Council Mission Rewards|predetermined]]. <br />
<br />
There are 4 types of rewards possible for Abduction missions. Since there are only 3 Abduction sites during a raid only 3 of these rewards will be chosen, with no repeats. On the first Abduction mission the rewards will always be credits, scientists or engineers. <br />
* §200<br />
* 4 Scientists<br />
* 4 Engineers<br />
* 1 trained [[Soldiers (EU2012)|soldier]], with a semi-random [[Classes (EU2012)#Class_Assignment|class]] and a rank randomly chosen between Sergeant and Major. <br />
<br />
If using [[Second Wave (EU2012)|Second Wave]]'s '''High Stakes''' option then the rewards are randomized as the following: <br />
* §100-300<br />
* 2-6 Scientists<br />
* 2-6 Engineers<br />
<br />
On the Enemy Within DLC, the [[Covert Operations (EU2012)|Covert Operations]] missions will give either §100 (Covert Extractions) or either §100 or §150 for Covert Data Extractions, depending on if the Encoder has been destroyed or retrieved intact. <br />
<br />
The Progeny and Slingshot campaigns have predetermined rewards for each mission, see [[Missions (EU2012)#Progeny vs. Slingshot|Progeny vs. Slingshot]]. Finally, the [[UFOs (EU2012)#UFO Salvage|salvage]] from UFO missions is calculated separately.<br />
<br />
==Alien Species Deployment Table==<br />
For detailed information on the actual probabilities of seeing an alien species during a mission, check [[Alien Deployment (EU2012)|Alien Deployment]].<br />
===Enemy Unknown===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width=""50px" align="center" | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]]<br />
|- <br />
| align="center" | Abductions || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO<br />
|-<br />
| align="center" | Terror Site || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES <sup>1</sup> || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES<br />
|-<br />
| align="center" | Scout UFO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO<br />
|-<br />
<br />
| align="center" | Large UFO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES<br />
|-<br />
| align="center" | Council || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO<br />
|-<br />
| align="center" | Slingshot || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO<br />
|-<br />
| align="center" | Storyline || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES<br />
|-<br />
| colspan="15" | <sup>1</sup> As escorts to Berserkers.<br />
|}<br />
<br />
===Enemy Within DLC===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width=""50px" align="center" | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]] !! [[Mechtoid (EU2012)|Mechtoid]] !! [[Seeker (EU2012)|Seeker]]<br />
|- <br />
| align="center" | Abductions || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES<sup>1</sup> || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | YES<br />
|-<br />
| align="center" | Terror Site || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES<sup>2</sup>|| align="center" | YES || align="center" | NO || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | ? || align="center" | ?<br />
|-<br />
| align="center" | Scout UFO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES<br />
|-<br />
| align="center" | Large UFO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES<br />
|-<br />
| align="center" | Council || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | YES<sup>3</sup> || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO<br />
|-<br />
| align="center" | Slingshot || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO || align="center" | NO<br />
|-<br />
| align="center" | Progeny || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | NO || align="center" | ? || align="center" | YES || align="center" | ? || align="center" | YES || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | YES || align="center" | NO || align="center" | ? || align="center" | YES || align="center" | ?<br />
|-<br />
| align="center" | Storyline || align="center" | YES || align="center" | YES || align="center" | NO || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES || align="center" | YES<br />
|-<br />
| colspan="17" | <sup>1</sup> As escorts to Mechtoids.<br><sup>2</sup> As escorts to Berserkers. <br><sup>3</sup> Site Recon mission only.<br />
|}<br />
<br />
==Progeny vs. Slingshot==<br />
* Portent first appears in April, but the other two missions in this side plot won't take place until the aliens have done their assault on the XCOM HQ, which only takes place after the assault on the Alien Base.<br />
* [[Friends in Low Places (EU2012)|Friends in Low Places]] takes place after Portent, and you will usually finish the whole Slingshot campaign before the rest of Progeny. <br />
* [[Annette Durand (EU2012)|Annette]] and her fellow abductees' stats, recruited months into the game, won't be as useful as getting [[Shaojie Zhang (EU2012)|Zhang]] in just a few weeks in, especially since pre-leveled recruits (such as from Abduction/Council rewards) don't benefit from [[OTS (EU2012)|OTS]]'s Iron Will.<br />
** This also includes having your late-game soldiers in mind, particularly if Hidden Potential and Not Created Equally are chosen, and you have already begun farming and raising for your Psi Squad; they can easily get higher stats than these pre-leveled soldiers.<br />
** Pre-leveled soldiers are not a priority reward in general: generic Abduction/Council Reward soldiers will always be one level below your highest-ranked solider for that class, and Zhang is the one exception as he would be the only one that could be of ''higher'' rank than ''any'' soldiers you'll have at the time, at least in vanilla EU, where he could be gotten in March.<br />
* What you can sell and research from Slingshot's [[Battleship (EU2012)|Battleship]] mission in (as early as) April, has now been moved to May.<br />
* At the very least, the Council rewards of the first missions are more profitable from Slingshot.<br />
<div style="text-align: left;"><br />
{| class="wikitable" width="100%" style="text-align: left"<br />
|- <br />
! width="15%" | Slingshot<br />
! width="35%" | A stand-alone storyline. As the name implies, these missions are a way to get massive early leads, particulary in Enemy Unknown- at extreme risk and difficulty. The chance for early Muton captures can give you the Plasma Weaponry Research credit and Alien Grenades.<br />
! width="15%" | Progeny<br />
! width="35%" | Inherent (though obviously, not required) to EW's added storyline: containts the first encounter (and the only capture) of an EXALT agent, and explores Annette's abilities, as Dr Vahlen later discovers that Annette was used by the aliens for the attack on XCOM Base.<br />
<br />
|- <br />
|[[Friends in Low Places (EU2012)|Friends in Low Places]]<br />
|<br />
'''Council Rewards:'''<br />
* 2 Engineers<br />
* 2 Scientists<br />
* §200<br />
* [[Shaojie Zhang (EU2012)|Zhang]] (Heavy Lieutenant)<br />
'''Enemies:'''<br />
* Sectoids<br />
* Thin Men<br />
* Chryssalid, or 1 Muton (w/Plasma Rifle) on Impossible Difficulty (EU)<br />
** Chryssalid on Easy/Normal, Muton on Classic/Impossible (EW)<br />
'''Note:'''<br />
* May be as early as 2 weeks into the game in EU <br />
** Thus, for Classic/Impossible, Zhang will probably unlock OTS construction<br />
*Appears late April, after Portent, in EW<br />
|[[Portent (EU2012)|Portent]]<br />
|<br />
'''Council Rewards:'''<br />
* 1 Engineer<br />
* 1 Scientist<br />
* §150<br />
'''Enemies:'''<br />
* Sectoids<br />
* Thin Men<br />
'''Note:'''<br />
* Appears early April<br />
* As a "Portent" [http://www.merriam-webster.com/dictionary/portent], it features the first seen EXALT agent<br />
|- <br />
|[[Confounding Light (EU2012)|Confounding Light]]<br />
|<br />
'''Council Reward:'''<br />
* 2 Engineers<br />
'''Enemies'''<br />
* Thin Men<br />
* Mutons (w/Plasma Rifles)<br />
** A greater number of Mutons will teleport in on higher difficulties.<br />
'''Note:'''<br />
* 10 turn limit, placing devices does not extend time<br />
* Arguably the most difficult of all DLC missions, perhaps the most difficult of all early-game missions<br />
** Wounds suffered here may put soldiers out of commission for the next few missions, particularly Gangplank<br />
* Can be done as early as April (EU), late May (EW)<br />
|[[Deluge (EU2012)|Deluge]]<br />
|<br />
'''Council Rewards:'''<br />
* §100<br />
* [[Annette Durand (EU2012)|Annette]] (random class, Sergeant)<br />
'''Enemies:'''<br />
* Sectoids<br />
* Thin Men<br />
* Mutons (w/Plasma Rifles)<br />
* Mechtoids<br />
'''Note:'''<br />
* Will not occur until after you do the Alien Base Assault<br />
* Level is on a damaged dam, with a turn limit. Opening valves will extend time by 2 turns each (similar to a Bomb Disposal Mission). Only one soldier needs to reach the target area at the end of the dam.<br />
|- <br />
|[[Gangplank (EU2012)|Gangplank]]<br />
| <br />
'''Council Reward:'''<br />
* 2 Engineers<br />
'''Enemies:'''<br />
* Sectoids<br />
* Thin Men<br />
* Chryssalids<br />
* 1 Cyberdisc<br />
* 1 Muton<br />
'''Note:'''<br />
* Will occur within days of completing Confounding Light<br />
** Thus: April in EU, May in EW<br />
'''Spoils of Victory:'''<br />
* ~500 Alien Alloys<br />
* ~300 Elerium<br />
* 5x UFO Power Engines<br />
* 6x UFO Flight Computers<br />
* 2x Fusion Cores<br />
|[[Furies (EU2012)|Furies]]<br />
| <br />
'''Council Reward:'''<br />
* §100<br />
* Possibility of acquiring all three abductees as [[Psionic (EU2012)|Psionic]] Lieutenants, if rescued<br />
'''Enemies:'''<br />
* Sectoids<br />
* Thin Men<br />
* Mechtoids<br />
* Berserker<br />
'''Note:'''<br />
* A landed Abductor in the Alps. Target is a unique console in the central room of the UFO, just before the door to the bridge<br />
'''Spoils of Victory:'''<br />
* 2x UFO Power Engines<br />
* 4x UFO Flight Computers<br />
* 2x Alien Surgery<br />
* Note the exclusion of Alloy and Elerium recovery.<br />
|}<br />
</div><br />
<br />
==See Also==<br />
* [[Mission Control (EU2012)|Mission Control]]<br />
* [[UFOs (EU2012)|UFOs]] - For more information regarding salvage from landed/downed UFOs.<br />
* [[Maps (EU2012)|Maps]] - For details on the types of terrain for each mission. <br />
* [[Managing Panic (EU2012)|Managing Panic]] - For more information regarding country and world panic.<br />
* [[Alien Deployment (EU2012)|Alien Deployment]] - For data on the number of aliens present during a mission. <br />
<br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Missions (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&diff=96696Weapon Fragments (EU2012)2020-09-02T09:49:37Z<p>Miteusz: /* Number of Fragments */</p>
<hr />
<div>{{Ref Open | title = Project Sagaris Results}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]<br />
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we've seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens' own targeting system.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}<br />
<br><br />
{{Ref Open | title = Grey Market Description }} <br />
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we've managed to recover from the remains.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br clear="all"><br />
<br />
== Recovery ==<br />
<br />
===Number of Fragments ===<br />
<br />
{|class="wikitable" style="text-align: center;;"<br />
|- valign="bottom"<br />
! Alien<br />
! Weapon <br />
! scope="col" width="80px" | Weapon Fragments <br />
! scope="col" width="80px" | Alien Grenade? (+1 WF)<br />
! scope="col" width="80px" | Total Weapon Fragments<br />
|-<br />
| Sectoid || Plasma Pistol || 2 || - || 2<br />
|-<br />
| Sectoid Commander || Plasma Pistol || 2 || Yes || 3<br />
|-<br />
| Outsider || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Thin Man || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Floater || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Heavy Floater || Plasma Rifle || 3 || Yes || 4<br />
|-<br />
| rowspan="2" | Muton || Light Plasma Rifle* || 2 || Yes || 3<br />
|-<br />
| Plasma Rifle* || 3 || Yes || 4<br />
|-<br />
| Muton Elite || Heavy Plasma || 5 || Yes || 6<br />
|-<br />
| Drone || Drone Beam || 1 || - || 1<br />
|-<br />
| Cyberdisc || Cyberdisc Weapon || 4 || Yes || 5<br />
|-<br />
| Sectopod || Sectopod Chest Cannon || 6 || - || 6<br />
|-<br />
| colspan="9" | ''Numbers tested in vanilla unmodded EU 2012 current as of January 2014 (v. 1.0.0.4963)''<br>''* Regular Mutons use a Light Plasma Rifle the first month they are seen, and a regular Plasma Rifle thereafter.''<br />
|}<br />
<br />
Some enemies produce no weapon fragments on dying (Berserkers, Chryssalids, Ethereals, and Zombies).<br />
<br />
Seeker does not produce any weapon fragments, whereas Mechtoid produce 3 Weapon Fragments.<br />
<br />
===Affected By===<br />
<br />
Ordinarily, fragments appear as shown above when aliens are killed. But there are exceptions:<br />
* As [[Vahlen_(EU2012)|Dr. Vahlen]] warns, there won't be any fragments if you kill an alien with an explosion. (But you can freely ''hurt'' them with frags first.) <br />
* This appears to apply to ''any'' explosion, including, e.g., being next to exploding Cyberdiscs, Sectopods, or even cars, gas pumps, etc. The death explosion of a Cyberdisc or Sectopod does not destroy its own fragments, however. (Watch for the message about fragments being produced. If you don't see it, they weren't produced.)<br />
*Explosions in the vicinity of a previous kill do not destroy fragments. Unlike the original XCOM, subsequent explosions will not destroy existing corposes or fragments (but will damage UFO structures such as Power Sources).<br />
*Sometimes creatures will leave the map, such as drones that "fall through the cracks in the map" if they are flying between platforms when you kill them in a base assault. In such cases, the corpse is lost - but weapon fragments are still recovered. (Apparently the variable is tracked in a simple way.)<br />
*If aliens use their grenade, they will still produce 1 fragment for the grenade when killed. This includes if you mind-control them and throw it. Once again, fragment tracking seems to be handled simply.<br />
*However, if you stun an alien or they are killed while mind controlled (both of which cause their weapons and grenades to be recoverable), they will not produce fragments.<br />
* In EW, killing alien using Flamethrower destroys fragments. KSM does not destroy fragments.<br />
<br />
The message blurb about Fragments being produced seems to always be correct. So it gives "instant feedback", even for tricky situations. You can also use the after-battle summary report to correlate the number of dead aliens to the number of fragments received based on the table above (and with the exceptions noted above).<br />
<br />
Note that some aliens give a somewhat misleading fragment message when they die. For example, Heavy Floaters give the message "Floater Heavy Plasma Rifle has produced weapon fragments". Here, the "heavy" is actually referring to the Floater; you can clearly see they are not actually carrying Heavy Plasma Rifles. Likewise, regular Mutons will give the message "Muton Heavy Plasma Rifle has produced weapon fragments" after the first month. In this case, the "heavy" apparently refers to the higher class of rifle they carry after the first month (in other words, the regular Plasma Rifle, not the Light one they carry in the first month).<br />
<br />
==Notes==<br />
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] as well as unlocking the [[Experimental Warfare (EU2012)|Experimental Warfare]], [[Beam Weapons (EU2012)|Beam Weapons]], [[Plasma Pistol (EU2012)|Plasma Pistol]] and [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] research projects.<br />
** Research benefits from the following [[Research (EU2012)#Research Credits|Research Credits]]: Beam Weapons, Weapons Technology.<br />
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. <br />
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. In particular, you might skip S.H.I.V. Foundry projects and Laser research to save fragments.<br />
* You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].<br />
<br />
<br><br />
{{Research (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Research (EU2012)]]<br />
[[Category: Alien Artifacts (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&diff=96695Weapon Fragments (EU2012)2020-09-02T09:47:57Z<p>Miteusz: whereas Mechtoid produce 3 Weapon Fragments</p>
<hr />
<div>{{Ref Open | title = Project Sagaris Results}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]<br />
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we've seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens' own targeting system.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}<br />
<br><br />
{{Ref Open | title = Grey Market Description }} <br />
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we've managed to recover from the remains.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br clear="all"><br />
<br />
== Recovery ==<br />
<br />
===Number of Fragments ===<br />
<br />
{|class="wikitable" style="text-align: center;;"<br />
|- valign="bottom"<br />
! Alien<br />
! Weapon <br />
! scope="col" width="80px" | Weapon Fragments <br />
! scope="col" width="80px" | Alien Grenade? (+1 WF)<br />
! scope="col" width="80px" | Total Weapon Fragments<br />
|-<br />
| Sectoid || Plasma Pistol || 2 || - || 2<br />
|-<br />
| Sectoid Commander || Plasma Pistol || 2 || Yes || 3<br />
|-<br />
| Outsider || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Thin Man || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Floater || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Heavy Floater || Plasma Rifle || 3 || Yes || 4<br />
|-<br />
| rowspan="2" | Muton || Light Plasma Rifle* || 2 || Yes || 3<br />
|-<br />
| Plasma Rifle* || 3 || Yes || 4<br />
|-<br />
| Muton Elite || Heavy Plasma || 5 || Yes || 6<br />
|-<br />
| Drone || Drone Beam || 1 || - || 1<br />
|-<br />
| Cyberdisc || Cyberdisc Weapon || 4 || Yes || 5<br />
|-<br />
| Sectopod || Sectopod Chest Cannon || 6 || - || 6<br />
|-<br />
| colspan="9" | ''Numbers tested in vanilla unmodded EU 2012 current as of January 2014 (v. 1.0.0.4963)''<br>''* Regular Mutons use a Light Plasma Rifle the first month they are seen, and a regular Plasma Rifle thereafter.''<br />
|}<br />
<br />
Some enemies produce no weapon fragments on dying (Berserkers, Chryssalids, Ethereals, and Zombies).<br />
<br />
Seekers does not produce any weapon fragments, whereas Mechtoid produce 3 Weapon Fragments.<br />
<br />
===Affected By===<br />
<br />
Ordinarily, fragments appear as shown above when aliens are killed. But there are exceptions:<br />
* As [[Vahlen_(EU2012)|Dr. Vahlen]] warns, there won't be any fragments if you kill an alien with an explosion. (But you can freely ''hurt'' them with frags first.) <br />
* This appears to apply to ''any'' explosion, including, e.g., being next to exploding Cyberdiscs, Sectopods, or even cars, gas pumps, etc. The death explosion of a Cyberdisc or Sectopod does not destroy its own fragments, however. (Watch for the message about fragments being produced. If you don't see it, they weren't produced.)<br />
*Explosions in the vicinity of a previous kill do not destroy fragments. Unlike the original XCOM, subsequent explosions will not destroy existing corposes or fragments (but will damage UFO structures such as Power Sources).<br />
*Sometimes creatures will leave the map, such as drones that "fall through the cracks in the map" if they are flying between platforms when you kill them in a base assault. In such cases, the corpse is lost - but weapon fragments are still recovered. (Apparently the variable is tracked in a simple way.)<br />
*If aliens use their grenade, they will still produce 1 fragment for the grenade when killed. This includes if you mind-control them and throw it. Once again, fragment tracking seems to be handled simply.<br />
*However, if you stun an alien or they are killed while mind controlled (both of which cause their weapons and grenades to be recoverable), they will not produce fragments.<br />
* In EW, killing alien using Flamethrower destroys fragments. KSM does not destroy fragments.<br />
<br />
The message blurb about Fragments being produced seems to always be correct. So it gives "instant feedback", even for tricky situations. You can also use the after-battle summary report to correlate the number of dead aliens to the number of fragments received based on the table above (and with the exceptions noted above).<br />
<br />
Note that some aliens give a somewhat misleading fragment message when they die. For example, Heavy Floaters give the message "Floater Heavy Plasma Rifle has produced weapon fragments". Here, the "heavy" is actually referring to the Floater; you can clearly see they are not actually carrying Heavy Plasma Rifles. Likewise, regular Mutons will give the message "Muton Heavy Plasma Rifle has produced weapon fragments" after the first month. In this case, the "heavy" apparently refers to the higher class of rifle they carry after the first month (in other words, the regular Plasma Rifle, not the Light one they carry in the first month).<br />
<br />
==Notes==<br />
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] as well as unlocking the [[Experimental Warfare (EU2012)|Experimental Warfare]], [[Beam Weapons (EU2012)|Beam Weapons]], [[Plasma Pistol (EU2012)|Plasma Pistol]] and [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] research projects.<br />
** Research benefits from the following [[Research (EU2012)#Research Credits|Research Credits]]: Beam Weapons, Weapons Technology.<br />
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. <br />
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. In particular, you might skip S.H.I.V. Foundry projects and Laser research to save fragments.<br />
* You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].<br />
<br />
<br><br />
{{Research (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Research (EU2012)]]<br />
[[Category: Alien Artifacts (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&diff=96694Weapon Fragments (EU2012)2020-09-02T09:44:24Z<p>Miteusz: In EW, Seekers does not produce any weapon fragments</p>
<hr />
<div>{{Ref Open | title = Project Sagaris Results}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]<br />
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we've seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens' own targeting system.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}<br />
<br><br />
{{Ref Open | title = Grey Market Description }} <br />
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we've managed to recover from the remains.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br clear="all"><br />
<br />
== Recovery ==<br />
<br />
===Number of Fragments ===<br />
<br />
{|class="wikitable" style="text-align: center;;"<br />
|- valign="bottom"<br />
! Alien<br />
! Weapon <br />
! scope="col" width="80px" | Weapon Fragments <br />
! scope="col" width="80px" | Alien Grenade? (+1 WF)<br />
! scope="col" width="80px" | Total Weapon Fragments<br />
|-<br />
| Sectoid || Plasma Pistol || 2 || - || 2<br />
|-<br />
| Sectoid Commander || Plasma Pistol || 2 || Yes || 3<br />
|-<br />
| Outsider || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Thin Man || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Floater || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Heavy Floater || Plasma Rifle || 3 || Yes || 4<br />
|-<br />
| rowspan="2" | Muton || Light Plasma Rifle* || 2 || Yes || 3<br />
|-<br />
| Plasma Rifle* || 3 || Yes || 4<br />
|-<br />
| Muton Elite || Heavy Plasma || 5 || Yes || 6<br />
|-<br />
| Drone || Drone Beam || 1 || - || 1<br />
|-<br />
| Cyberdisc || Cyberdisc Weapon || 4 || Yes || 5<br />
|-<br />
| Sectopod || Sectopod Chest Cannon || 6 || - || 6<br />
|-<br />
| colspan="9" | ''Numbers tested in vanilla unmodded EU 2012 current as of January 2014 (v. 1.0.0.4963)''<br>''* Regular Mutons use a Light Plasma Rifle the first month they are seen, and a regular Plasma Rifle thereafter.''<br />
|}<br />
<br />
Some enemies produce no weapon fragments on dying (Berserkers, Chryssalids, Ethereals, and Zombies).<br />
<br />
In EW, Seekers does not produce any weapon fragments.<br />
<br />
===Affected By===<br />
<br />
Ordinarily, fragments appear as shown above when aliens are killed. But there are exceptions:<br />
* As [[Vahlen_(EU2012)|Dr. Vahlen]] warns, there won't be any fragments if you kill an alien with an explosion. (But you can freely ''hurt'' them with frags first.) <br />
* This appears to apply to ''any'' explosion, including, e.g., being next to exploding Cyberdiscs, Sectopods, or even cars, gas pumps, etc. The death explosion of a Cyberdisc or Sectopod does not destroy its own fragments, however. (Watch for the message about fragments being produced. If you don't see it, they weren't produced.)<br />
*Explosions in the vicinity of a previous kill do not destroy fragments. Unlike the original XCOM, subsequent explosions will not destroy existing corposes or fragments (but will damage UFO structures such as Power Sources).<br />
*Sometimes creatures will leave the map, such as drones that "fall through the cracks in the map" if they are flying between platforms when you kill them in a base assault. In such cases, the corpse is lost - but weapon fragments are still recovered. (Apparently the variable is tracked in a simple way.)<br />
*If aliens use their grenade, they will still produce 1 fragment for the grenade when killed. This includes if you mind-control them and throw it. Once again, fragment tracking seems to be handled simply.<br />
*However, if you stun an alien or they are killed while mind controlled (both of which cause their weapons and grenades to be recoverable), they will not produce fragments.<br />
* In EW, killing alien using Flamethrower destroys fragments. KSM does not destroy fragments.<br />
<br />
The message blurb about Fragments being produced seems to always be correct. So it gives "instant feedback", even for tricky situations. You can also use the after-battle summary report to correlate the number of dead aliens to the number of fragments received based on the table above (and with the exceptions noted above).<br />
<br />
Note that some aliens give a somewhat misleading fragment message when they die. For example, Heavy Floaters give the message "Floater Heavy Plasma Rifle has produced weapon fragments". Here, the "heavy" is actually referring to the Floater; you can clearly see they are not actually carrying Heavy Plasma Rifles. Likewise, regular Mutons will give the message "Muton Heavy Plasma Rifle has produced weapon fragments" after the first month. In this case, the "heavy" apparently refers to the higher class of rifle they carry after the first month (in other words, the regular Plasma Rifle, not the Light one they carry in the first month).<br />
<br />
==Notes==<br />
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] as well as unlocking the [[Experimental Warfare (EU2012)|Experimental Warfare]], [[Beam Weapons (EU2012)|Beam Weapons]], [[Plasma Pistol (EU2012)|Plasma Pistol]] and [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] research projects.<br />
** Research benefits from the following [[Research (EU2012)#Research Credits|Research Credits]]: Beam Weapons, Weapons Technology.<br />
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. <br />
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. In particular, you might skip S.H.I.V. Foundry projects and Laser research to save fragments.<br />
* You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].<br />
<br />
<br><br />
{{Research (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Research (EU2012)]]<br />
[[Category: Alien Artifacts (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&diff=96693Weapon Fragments (EU2012)2020-09-02T09:43:35Z<p>Miteusz: In EW, killing alien using Flamethrower destroys fragments. KSM does not destroy fragments</p>
<hr />
<div>{{Ref Open | title = Project Sagaris Results}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]<br />
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we've seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens' own targeting system.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}<br />
<br><br />
{{Ref Open | title = Grey Market Description }} <br />
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we've managed to recover from the remains.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br clear="all"><br />
<br />
== Recovery ==<br />
<br />
===Number of Fragments ===<br />
<br />
{|class="wikitable" style="text-align: center;;"<br />
|- valign="bottom"<br />
! Alien<br />
! Weapon <br />
! scope="col" width="80px" | Weapon Fragments <br />
! scope="col" width="80px" | Alien Grenade? (+1 WF)<br />
! scope="col" width="80px" | Total Weapon Fragments<br />
|-<br />
| Sectoid || Plasma Pistol || 2 || - || 2<br />
|-<br />
| Sectoid Commander || Plasma Pistol || 2 || Yes || 3<br />
|-<br />
| Outsider || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Thin Man || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Floater || Light Plasma Rifle || 2 || - || 2<br />
|-<br />
| Heavy Floater || Plasma Rifle || 3 || Yes || 4<br />
|-<br />
| rowspan="2" | Muton || Light Plasma Rifle* || 2 || Yes || 3<br />
|-<br />
| Plasma Rifle* || 3 || Yes || 4<br />
|-<br />
| Muton Elite || Heavy Plasma || 5 || Yes || 6<br />
|-<br />
| Drone || Drone Beam || 1 || - || 1<br />
|-<br />
| Cyberdisc || Cyberdisc Weapon || 4 || Yes || 5<br />
|-<br />
| Sectopod || Sectopod Chest Cannon || 6 || - || 6<br />
|-<br />
| colspan="9" | ''Numbers tested in vanilla unmodded EU 2012 current as of January 2014 (v. 1.0.0.4963)''<br>''* Regular Mutons use a Light Plasma Rifle the first month they are seen, and a regular Plasma Rifle thereafter.''<br />
|}<br />
<br />
Some enemies produce no weapon fragments on dying (Berserkers, Chryssalids, Ethereals, and Zombies). <br />
<br />
===Affected By===<br />
<br />
Ordinarily, fragments appear as shown above when aliens are killed. But there are exceptions:<br />
* As [[Vahlen_(EU2012)|Dr. Vahlen]] warns, there won't be any fragments if you kill an alien with an explosion. (But you can freely ''hurt'' them with frags first.) <br />
* This appears to apply to ''any'' explosion, including, e.g., being next to exploding Cyberdiscs, Sectopods, or even cars, gas pumps, etc. The death explosion of a Cyberdisc or Sectopod does not destroy its own fragments, however. (Watch for the message about fragments being produced. If you don't see it, they weren't produced.)<br />
*Explosions in the vicinity of a previous kill do not destroy fragments. Unlike the original XCOM, subsequent explosions will not destroy existing corposes or fragments (but will damage UFO structures such as Power Sources).<br />
*Sometimes creatures will leave the map, such as drones that "fall through the cracks in the map" if they are flying between platforms when you kill them in a base assault. In such cases, the corpse is lost - but weapon fragments are still recovered. (Apparently the variable is tracked in a simple way.)<br />
*If aliens use their grenade, they will still produce 1 fragment for the grenade when killed. This includes if you mind-control them and throw it. Once again, fragment tracking seems to be handled simply.<br />
*However, if you stun an alien or they are killed while mind controlled (both of which cause their weapons and grenades to be recoverable), they will not produce fragments.<br />
* In EW, killing alien using Flamethrower destroys fragments. KSM does not destroy fragments.<br />
<br />
The message blurb about Fragments being produced seems to always be correct. So it gives "instant feedback", even for tricky situations. You can also use the after-battle summary report to correlate the number of dead aliens to the number of fragments received based on the table above (and with the exceptions noted above).<br />
<br />
Note that some aliens give a somewhat misleading fragment message when they die. For example, Heavy Floaters give the message "Floater Heavy Plasma Rifle has produced weapon fragments". Here, the "heavy" is actually referring to the Floater; you can clearly see they are not actually carrying Heavy Plasma Rifles. Likewise, regular Mutons will give the message "Muton Heavy Plasma Rifle has produced weapon fragments" after the first month. In this case, the "heavy" apparently refers to the higher class of rifle they carry after the first month (in other words, the regular Plasma Rifle, not the Light one they carry in the first month).<br />
<br />
==Notes==<br />
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] as well as unlocking the [[Experimental Warfare (EU2012)|Experimental Warfare]], [[Beam Weapons (EU2012)|Beam Weapons]], [[Plasma Pistol (EU2012)|Plasma Pistol]] and [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] research projects.<br />
** Research benefits from the following [[Research (EU2012)#Research Credits|Research Credits]]: Beam Weapons, Weapons Technology.<br />
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. <br />
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. In particular, you might skip S.H.I.V. Foundry projects and Laser research to save fragments.<br />
* You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].<br />
<br />
<br><br />
{{Research (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Research (EU2012)]]<br />
[[Category: Alien Artifacts (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Tactics_(EU2012)&diff=96687Tactics (EU2012)2020-09-01T14:34:16Z<p>Miteusz: /* See Also */</p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
===General Tactics===<br />
<br />
Leap frog your way forward on maps while also rotating through your squad's first move before deciding to perform a second move.<br><br />
Overwatch, or fire if you encounter something along the way.<br><br />
This helps you maintain battlefield awareness including map size, squad spacing, and flank openings.<br />
<br />
It will also help make sure you have someone with a move left to take action should you encounter aliens.<br />
<br />
Save putting your soldiers on overwatch until the end of the turn. This tactic is important for 2 reasons. 1. Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien's turn. 2. If you want to move them somewhere else you can't because they are locked once on overwatch.<br />
<br />
Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty. If you follow this up with careful Run & Gun tactics you can clean up weaker groups before they have a chance to fire at you.<br />
<br />
Also, with all the other equipment such as medkits and nano fiber vests and such, the grenade is often overlooked. It is a good idea to have at least one grenade on hand, because a grenade is guaranteed damage, regardless of cover. Better yet, it destroys cover, making a poor shot into an easy shot. Early on when accuracy is poor and weapons are weak a grenade is a great way to dispatch Sectoids. <br />
<br />
Muton berserkers have a handy habit of chasing down the soldier that shot them. If unprepared, or early on in the game with weak weapons and soldiers, this can be hard to deal with. Later on in the game with stronger characters and weapons it can be used to your advantage. If there are 3 or more soldiers in a line/group use the first soldier on the end to draw the Berserker to the group. Then shoot the berserker with the next closest soldier and repeat along the line. If executed properly the berserker will move from one soldier to the next each time getting closer to the soldier next in line to shoot him. This tactic is especially useful when using the alloy cannon, a weapon with great power but short range. It is also useful if you have a heavy with Bullet Swarm or a sniper with double tap because you can encourage the berserker to move into position instead of your soldier moving and only having 1 shot. <br />
<br />
=== Simplified and Granulized Encounter System ===<br />
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you "wake them up". Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).<br />
<br />
Similar to massive-multiplayer online game instances, "waking-up" multiple groups of enemies is just plain stupid. The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don't move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. <br />
<br />
For behind the door situations, gather your soldiers in front of the door, around the corner or in a spot across the room facing the door. Next open the door to wake up the aliens inside. If no aliens are seen, have a soldier (preferably your assault with Run&Gun) move in. After the aliens run for cover, charge in and open fire at optimum ranges. If there are multiple entrances into the same room, split your team so that you can potentially get a flank bonus on some of the enemies. Depending on the situation, you also have the option of waking up an enemy behind a door, and then back out of sight to encourage the alien to run out and into a flurry of reaction fire. <br />
<br />
For most outdoor situations and in large rooms, set up your snipers in the right place before waking up the aliens with one soldier. Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire. <br />
<br />
Enemy groups that randomly teleport nearby, or amongst your team, will not immediately open fire when they strike a pose and race for cover. They will actively attack once your turn ends. If this occurs when you are not engaging the enemy, you can often use this opportunity to get in close and take them down at close range. If you are in the middle of engaging another group or more, these re-inforcements could tip the odds in the enemy's favour. You will need to adjust your tactics accordingly. Prioritize targets, take defensive measures, make a tactical retreat to safety, use area-effect weapons, etc.<br />
<br />
=== To be (an Angel) or not to be ===<br />
That is the question. The answer may lie in your playing style but it may also lie in a game bug. Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor. Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn't. With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.<br />
===Plan before you commit===<br />
<br />
Do not use your soldier's turns separately, like, select unit 1, do something, select next unit, do something... First plan the movement and actions of all the soldiers, and only then commit to actually doing it. Instead of taking best shot possible with each soldier, one after another, it might be a good idea to first check which soldier sees which enemy, and has which chance to hit - for example, one of your squad sight snipers could only see one target with 100% CTH on it, and your other squad sight can see that target with 100% CTH on it, and another with 80% CTH on it - while it could seem as a better move to fire on the first target with the second sniper when you select him and look at available targets, doing so will mean you cannot do any reasonable damage with your first sniper this turn. Also, consider what opportunities indirect use of explosives may provide - you may first remove cover of several aliens, then shoot, to maximise your chance to hit, consider how you can move to improve your sight or chance to hit, etc. It is also a good idea to plan for the worst case scenario, having backup plans - for example, leaving Heavy's turn for last, so that he can blow enemies up in case you miss them, or, commit to firing first with your soldiers that are least in danger (snipers, or those behind good cover) so, in case enemies live, you can retreat your soldiers in low cover or in danger of being flanked, instead of having them already spent their turn and locked in a danger zone.<br />
<br />
===High Cover vs Low Cover===<br />
<br />
Low Cover not nearly as useful enough as High Cover. While in High Cover you can count on most likely not being hit, and Hunker Down behind it means in most cases that enemy will have 1% chance to hit you, Low Cover means you will most likely be hit than not, and Hunker Down will not save you from being hit as well. Generally, consider using Low Cover only when there is absolutely no way to use High Cover, and always place and advance your soldiers around the map by moving from high cover to high cover. You should never have exchange of shots with aliens with one of your front soldiers being behind Low Cover, except when you have no other choice (like, pinned down in a corner of a map, or all nearby high cover blown by explosives). Having even one unit behind low cover means aliens will focus their fire on that unit and very probably kill or damage it.<br />
<br />
===Cover vs Firing and Hunker Down===<br />
<br />
While shooting at enemies is always better than nothing, if you miss or don't kill the target, said shooter is exposed to return fire. Unless you are confident in the shot, or have a second shooter, it may be a good idea to hunker down.<br />
<br />
Hunkering down in full cover gives -80 acc to enemy aliens, making it highly likely that nearly all alien shots will miss, or in the worst case scenario, non critical damage. This is especially useful for scouts, as they can mark targets for snipers and live to spot the next turn. Be sure to hunker down as the last move, so the scout spots for all your shooters. <br />
<br />
A viable tactic using hunker down is putting snipers in the back (out of enemy LOS) and other units in enemy LOS but behind high cover and in Hunker Down. Enemies will either try to shoot with a very miniscule chance ot hit, relocate (sometimes flanking themselves or making themselves easier targets on subsequent turn) or just go overwatch. This effectively gives your sniper team extra turns to shoot at the aliens (and lower their numbers). However, watch out for enemies with AOE attacks like Thin Men or Mutons, since AI will use it without hesitation in such case.<br />
<br />
Also remember that Heavy soldier can go into Hunker Down after he already fired once, if he has the Bullet Swarm perk.<br />
<br />
===AI "Panic"===<br />
<br />
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and "panics". Therefore, you can "lock down" units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit). <br />
<br />
This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer. <br />
<br />
Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks. <br />
<br />
The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it's starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.<br />
<br />
Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.<br />
<br />
This has been 'fixed' in Enemy Within.<br />
<br />
The second form of AI Panic ''is'' purposeful, and also manipulatable. What it requires is: if there is an alien squad of 3, that you need to kill two of the aliens with overwhemling force, usually in one round. You'll know it works if a soldier says something along the lines of "They're losing ground!" when the aliens have their turn. Even if there's two active squads engaging you, and you don't touch the second squad, you still might trigger this panic in the first. Exploiting this tactic can save you much stress in Impossible difficulty, in that it still takes all three aliens out of action in the next alien turn, even though that (due to the higher alien HP values) you may only be able to cause enough damage to kill two.<br />
<br />
===Do not fear the enemy which is unknown===<br />
<br />
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them. Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)<br />
<br />
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. <br />
<br />
While usually you'd try to stay mostly in high cover, spread up if enemy is carrying grenades, doing so when there are no active aliens can actually hurt you, because when they pop on their turn, only one or two of your soldiers will get a chance to react, since others will not yet have LOS on the enemy. Or, aliens may appear from the side of your line formation, meaning it takes you more than one move to get your soldiers into position to fire on spotted aliens. And so on. If you start thinking about situations when there are aliens on the map that are active and when there are not as separate situations, in case there aren't any active aliens it may be optimal not to stay in cover and spread out, but have cover reachable in 1 move, while staying bunched together, thus still being safe in case you cannot take down spotted aliens in one turn, but at the same time giving you benefit of having all your soldiers fire an overwatch shot against spotted aliens. Also, as long as you kill the spotted aliens in the turn you spotted them on (or in the turn that goes after the turn they came into your LOS, if it happened on their turn), you do not have to worry about going into cover, because you will again have no active aliens present on the map. <br />
<br />
Also, notice that firing on an alien that you have spotted but that has not spotted you (this can rarely happen when you're behind cover, or easilly happen with battlescanner) will activate the pack, but only if you hit. If you miss, you will not activate them.<br />
<br />
Do note that, sometimes, these wandering packs may 'teleport' into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).<br />
<br />
===Mind Wall===<br />
<br />
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.<br />
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they'll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you'll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons. <br />
<br />
===Capturing===<br />
Capturing an alien allows you to recover their weapons intact, and interrogate one of each alien type for a [[Research (EU2012)|research]] credit.<br />
*Don't over-capture aliens carrying weapons you don't need; the corpse and weapon fragments may be more useful.<br />
*EXALT soldiers can't be captured; they will commit [[Achievements (EU2012)|suicide]] instead.<br />
*Stunned aliens can be killed by explosions; avoid stunning near explosive objects, and move away when fighting aliens with explosive weapons or death animations.<br />
<br />
<br />
Equipping the [[Arc Thrower (EU2012)|Arc Thrower]]<br />
*The Arc Thrower is an item; it can't be used after activating Run and Gun.<br />
*The chance to stun an enemy depends on the enemy's health, so the Arc Thrower can be given to a soldier with low aim.<br />
*A Rookie or low-ranking soldier can be used, to reduce the downside if the soldier is killed trying to stun an enemy. Alternately, a soldier with high health and defensive perks will have a better chance to survive.<br />
*It will be much easier to use the Arc Thrower with a soldier with high mobility (Sprinter, [[Skeleton Suit (EU2012)|Skeleton Suit]]). If using [[Second Wave (EU2012)|Not Created Equally]], pay attention to which soldiers have higher movement.<br />
*In Enemy Within, [[Foundry (EU2012)|Tactical Rigging]] will make it easier to carry several Arc Throwers without sacrificing other equipment.<br />
<br />
<br />
Getting close enough to stun<br />
*Your soldier will need to be close enough to get within stunning range in a single move, so keep them as near as possible to where enemies will appear, and save both movement points if you think there will be an opportunity to capture an enemy.<br />
*The Arc Thrower doesn't need to be used from an adjacent tile, but does need to be within a few tiles (3 tiles, or 2 tiles directly on the diagonal).<br />
*The Arc Thrower is not affected by cover, although it does require normal line of sight. It can also be used with some height variation (for example, against an alien standing on a truck).<br />
*Being on top of a UFO or building may allow soldiers to approach much more closely without being seen.<br />
*The command pod of a UFO will usually appear in predictable locations; set up a capture by getting as close as possible with the Arc Thrower before waking them up.<br />
**[[Outsider (EU2012)|Outsiders]] will tend to move into cover and toward your squad when waking up.<br />
**[[Sectoid Commander (EU2012)|Sectoid Commanders]] will usually try to use Mind Control on their first turn. You can move your Arc Thrower near them but out of sight, and give them another soldier to Mind Control. Be careful using a soldier with Close Combat Specialist in this way, as they will have a free reaction shot within 4 tiles.<br />
*Try to kill all the other enemies before trying to capture.<br />
*Smoke Grenades and Telekinetic Field can be used to give some protection to an exposed soldier.<br />
<br />
<br />
The chance to stun is better if the enemy has 3 health or less; try to reduce an enemy's health as much as possible without killing it before trying to stun.<br />
*Use weapons that won't do enough damage to kill the enemy, and don't increase critical chance if a critical hit is likely to kill.<br />
*Pistols are a good option for doing 1-2 damage.<br />
*Disabling Shot will prevent the enemy from attacking next turn, and does reduced damage.<br />
*Explosives do a fixed amount of damage and grenades won't miss, but remember to use them before moving into position if there would be a chance to hit your own soldier.<br />
<br />
==See Also==<br />
* [[Squads (EU2012)|Squads]]<br />
* [[Class Builds (EU2012)|Class Builds]]<br />
* [[Abilities (EU2012)|Abilities]]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]<br />
[[Category: Tactical Guide (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Tactics_(EU2012)&diff=96686Tactics (EU2012)2020-09-01T14:33:58Z<p>Miteusz: /* AI "Panic" */</p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
===General Tactics===<br />
<br />
Leap frog your way forward on maps while also rotating through your squad's first move before deciding to perform a second move.<br><br />
Overwatch, or fire if you encounter something along the way.<br><br />
This helps you maintain battlefield awareness including map size, squad spacing, and flank openings.<br />
<br />
It will also help make sure you have someone with a move left to take action should you encounter aliens.<br />
<br />
Save putting your soldiers on overwatch until the end of the turn. This tactic is important for 2 reasons. 1. Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien's turn. 2. If you want to move them somewhere else you can't because they are locked once on overwatch.<br />
<br />
Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty. If you follow this up with careful Run & Gun tactics you can clean up weaker groups before they have a chance to fire at you.<br />
<br />
Also, with all the other equipment such as medkits and nano fiber vests and such, the grenade is often overlooked. It is a good idea to have at least one grenade on hand, because a grenade is guaranteed damage, regardless of cover. Better yet, it destroys cover, making a poor shot into an easy shot. Early on when accuracy is poor and weapons are weak a grenade is a great way to dispatch Sectoids. <br />
<br />
Muton berserkers have a handy habit of chasing down the soldier that shot them. If unprepared, or early on in the game with weak weapons and soldiers, this can be hard to deal with. Later on in the game with stronger characters and weapons it can be used to your advantage. If there are 3 or more soldiers in a line/group use the first soldier on the end to draw the Berserker to the group. Then shoot the berserker with the next closest soldier and repeat along the line. If executed properly the berserker will move from one soldier to the next each time getting closer to the soldier next in line to shoot him. This tactic is especially useful when using the alloy cannon, a weapon with great power but short range. It is also useful if you have a heavy with Bullet Swarm or a sniper with double tap because you can encourage the berserker to move into position instead of your soldier moving and only having 1 shot. <br />
<br />
=== Simplified and Granulized Encounter System ===<br />
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you "wake them up". Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).<br />
<br />
Similar to massive-multiplayer online game instances, "waking-up" multiple groups of enemies is just plain stupid. The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don't move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. <br />
<br />
For behind the door situations, gather your soldiers in front of the door, around the corner or in a spot across the room facing the door. Next open the door to wake up the aliens inside. If no aliens are seen, have a soldier (preferably your assault with Run&Gun) move in. After the aliens run for cover, charge in and open fire at optimum ranges. If there are multiple entrances into the same room, split your team so that you can potentially get a flank bonus on some of the enemies. Depending on the situation, you also have the option of waking up an enemy behind a door, and then back out of sight to encourage the alien to run out and into a flurry of reaction fire. <br />
<br />
For most outdoor situations and in large rooms, set up your snipers in the right place before waking up the aliens with one soldier. Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire. <br />
<br />
Enemy groups that randomly teleport nearby, or amongst your team, will not immediately open fire when they strike a pose and race for cover. They will actively attack once your turn ends. If this occurs when you are not engaging the enemy, you can often use this opportunity to get in close and take them down at close range. If you are in the middle of engaging another group or more, these re-inforcements could tip the odds in the enemy's favour. You will need to adjust your tactics accordingly. Prioritize targets, take defensive measures, make a tactical retreat to safety, use area-effect weapons, etc.<br />
<br />
=== To be (an Angel) or not to be ===<br />
That is the question. The answer may lie in your playing style but it may also lie in a game bug. Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor. Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn't. With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.<br />
===Plan before you commit===<br />
<br />
Do not use your soldier's turns separately, like, select unit 1, do something, select next unit, do something... First plan the movement and actions of all the soldiers, and only then commit to actually doing it. Instead of taking best shot possible with each soldier, one after another, it might be a good idea to first check which soldier sees which enemy, and has which chance to hit - for example, one of your squad sight snipers could only see one target with 100% CTH on it, and your other squad sight can see that target with 100% CTH on it, and another with 80% CTH on it - while it could seem as a better move to fire on the first target with the second sniper when you select him and look at available targets, doing so will mean you cannot do any reasonable damage with your first sniper this turn. Also, consider what opportunities indirect use of explosives may provide - you may first remove cover of several aliens, then shoot, to maximise your chance to hit, consider how you can move to improve your sight or chance to hit, etc. It is also a good idea to plan for the worst case scenario, having backup plans - for example, leaving Heavy's turn for last, so that he can blow enemies up in case you miss them, or, commit to firing first with your soldiers that are least in danger (snipers, or those behind good cover) so, in case enemies live, you can retreat your soldiers in low cover or in danger of being flanked, instead of having them already spent their turn and locked in a danger zone.<br />
<br />
===High Cover vs Low Cover===<br />
<br />
Low Cover not nearly as useful enough as High Cover. While in High Cover you can count on most likely not being hit, and Hunker Down behind it means in most cases that enemy will have 1% chance to hit you, Low Cover means you will most likely be hit than not, and Hunker Down will not save you from being hit as well. Generally, consider using Low Cover only when there is absolutely no way to use High Cover, and always place and advance your soldiers around the map by moving from high cover to high cover. You should never have exchange of shots with aliens with one of your front soldiers being behind Low Cover, except when you have no other choice (like, pinned down in a corner of a map, or all nearby high cover blown by explosives). Having even one unit behind low cover means aliens will focus their fire on that unit and very probably kill or damage it.<br />
<br />
===Cover vs Firing and Hunker Down===<br />
<br />
While shooting at enemies is always better than nothing, if you miss or don't kill the target, said shooter is exposed to return fire. Unless you are confident in the shot, or have a second shooter, it may be a good idea to hunker down.<br />
<br />
Hunkering down in full cover gives -80 acc to enemy aliens, making it highly likely that nearly all alien shots will miss, or in the worst case scenario, non critical damage. This is especially useful for scouts, as they can mark targets for snipers and live to spot the next turn. Be sure to hunker down as the last move, so the scout spots for all your shooters. <br />
<br />
A viable tactic using hunker down is putting snipers in the back (out of enemy LOS) and other units in enemy LOS but behind high cover and in Hunker Down. Enemies will either try to shoot with a very miniscule chance ot hit, relocate (sometimes flanking themselves or making themselves easier targets on subsequent turn) or just go overwatch. This effectively gives your sniper team extra turns to shoot at the aliens (and lower their numbers). However, watch out for enemies with AOE attacks like Thin Men or Mutons, since AI will use it without hesitation in such case.<br />
<br />
Also remember that Heavy soldier can go into Hunker Down after he already fired once, if he has the Bullet Swarm perk.<br />
<br />
===AI "Panic"===<br />
<br />
If AI unit has no AOE attack, has no enemy in LOS which is exposed/flanked, is himself exposed/flanked, and sees a unit which is on overwatch, it will completely skip its turn. AI seems to run out of options and "panics". Therefore, you can "lock down" units like sectoids and floaters (on the ground), or Mutons if they already used their grenades, or Thin Men if you carry medkits, by simply flanking them with one of your units and putting one of your soldiers that is visible to them on overwatch (can be the flanker, can be different unit). <br />
<br />
This can allow you to advance your Arc Thrower carrying soldier, or take free shots on the enemy until it dies, or just save yourself from harm. Using this is way superior to just taking the shot with your flanking unit, because in case you do not kill it, AI will move to cover on its turn and fire back, plus, in a situation when your unit flanks 2 or more enemies, he can only theoretically kill one of them (except using grenades, but then flanking was probably unnessecary), plus flanking does not always guarantee a hit, etc. However, by going overwatch, you can single-handedly keep all flanked enemies at bay while giving yourself freedom to deal with them in whichever way you prefer. <br />
<br />
Notice, however, that you must have no units exposed/flanked by an alien locked that way, or alien will fire. Also watch out for aliens with grenades or other AOE attacks. <br />
<br />
The panic also seems not to trigger a good amount of the time if the alien unit has not yet moved away from it's starting position. (the cover it moves to after its introductory cinematic) To be completely sure that overwatch will lock down an enemy, make sure it has moved at least once, unless you have no other options.<br />
<br />
Because the flanking unit does not necessarily have to be the one to overwatch, you dash a unit to a good position where it has an exposed view of all enemies, and as long as a unit has any line of sight on these same enemies (not necessarily an exposed one) overwatch will lock them down, except in some cases mentioned above.<br />
<br />
This has been 'fixed' in Enemy Within.<br />
<br />
The second form of AI Panic ''is'' purposeful, and also manipulatable. What it requires is: if there is an alien squad of 3, that you need to kill two of the aliens with overwhemling force, usually in one round. You'll know it works if a soldier says something along the lines of "They're losing ground!" when the aliens have their turn. Even if there's two active squads engaging you, and you don't touch the second squad, you still might trigger this panic in the first. Exploiting this tactic can save you much stress in Impossible difficulty, in that it still takes all three aliens out of action in the next alien turn, even though that (due to the higher alien HP values) you may only be able to cause enough damage to kill two.<br />
<br />
===Do not fear the enemy which is unknown===<br />
<br />
Enemies can be in two states: activated or not. When you start a map, all aliens are not in activated state, and are bunched up in packs of up to 3. They roam the map (actually, teleport around the map until next teleport will put them inside your LOS, thats when they make a movement animation) or even stay in place until discovered. When spotted on your turn, or coming into your LOS on their turn, a small cutscene will play, and aliens will always make a move, usually into cover. They will never take an offensive action at the turn (yours or theirs) at which you met them. Only once activated, starting from their next turn, aliens start to act as individual units, taking turns in the same manner as player does. (two actions per turn, move/move or move/shoot, overwatch, etc.)<br />
<br />
This means that as long as you have no activated aliens on the map, you are completely 100% safe from any kind of harm. You can have every enemy carry a grenade and yet bunch up your soldiers next to each other and never be in danger, as long as those enemies are not active yet. You can be in the open and never be in any danger as long as there are no active enemies on the map. You never have to fear an enemy that is not activated. In a situation when you have no active aliens on the map, you can play a completely different game, and to a big advantage. <br />
<br />
While usually you'd try to stay mostly in high cover, spread up if enemy is carrying grenades, doing so when there are no active aliens can actually hurt you, because when they pop on their turn, only one or two of your soldiers will get a chance to react, since others will not yet have LOS on the enemy. Or, aliens may appear from the side of your line formation, meaning it takes you more than one move to get your soldiers into position to fire on spotted aliens. And so on. If you start thinking about situations when there are aliens on the map that are active and when there are not as separate situations, in case there aren't any active aliens it may be optimal not to stay in cover and spread out, but have cover reachable in 1 move, while staying bunched together, thus still being safe in case you cannot take down spotted aliens in one turn, but at the same time giving you benefit of having all your soldiers fire an overwatch shot against spotted aliens. Also, as long as you kill the spotted aliens in the turn you spotted them on (or in the turn that goes after the turn they came into your LOS, if it happened on their turn), you do not have to worry about going into cover, because you will again have no active aliens present on the map. <br />
<br />
Also, notice that firing on an alien that you have spotted but that has not spotted you (this can rarely happen when you're behind cover, or easilly happen with battlescanner) will activate the pack, but only if you hit. If you miss, you will not activate them.<br />
<br />
Do note that, sometimes, these wandering packs may 'teleport' into the middle of your squad, and that if savescumming, unactivated packs might be in a different location (even from the same savestate).<br />
<br />
===Mind Wall===<br />
<br />
If you are tired of mind controlling aliens after you got Psionics and if you have lucky to have 5/6 Psionic soldiers you can set your psi squad to be permanently in a Telekinetic Field that gives all units (including the aliens) inside +40 Defense. The ability has a 4 turn cooldown so you need 5 soldiers equipped with it to always have 1 unit activating it at the end of your turn.<br />
This tactic works ideally on open areas like smaller UFO maps and most abduction and Council missions. Even if the aliens are protected within the field you just need not to set your soldiers on Overwatch so that they'll not fire at the aliens, and if you combine it with Dense Smoke and/or terrain cover you'll get +80 Defense stats. The only vulnerability of the field is to grenades, so take out first any aliens with explosive weapons. <br />
<br />
===Capturing===<br />
Capturing an alien allows you to recover their weapons intact, and interrogate one of each alien type for a [[Research (EU2012)|research]] credit.<br />
*Don't over-capture aliens carrying weapons you don't need; the corpse and weapon fragments may be more useful.<br />
*EXALT soldiers can't be captured; they will commit [[Achievements (EU2012)|suicide]] instead.<br />
*Stunned aliens can be killed by explosions; avoid stunning near explosive objects, and move away when fighting aliens with explosive weapons or death animations.<br />
<br />
<br />
Equipping the [[Arc Thrower (EU2012)|Arc Thrower]]<br />
*The Arc Thrower is an item; it can't be used after activating Run and Gun.<br />
*The chance to stun an enemy depends on the enemy's health, so the Arc Thrower can be given to a soldier with low aim.<br />
*A Rookie or low-ranking soldier can be used, to reduce the downside if the soldier is killed trying to stun an enemy. Alternately, a soldier with high health and defensive perks will have a better chance to survive.<br />
*It will be much easier to use the Arc Thrower with a soldier with high mobility (Sprinter, [[Skeleton Suit (EU2012)|Skeleton Suit]]). If using [[Second Wave (EU2012)|Not Created Equally]], pay attention to which soldiers have higher movement.<br />
*In Enemy Within, [[Foundry (EU2012)|Tactical Rigging]] will make it easier to carry several Arc Throwers without sacrificing other equipment.<br />
<br />
<br />
Getting close enough to stun<br />
*Your soldier will need to be close enough to get within stunning range in a single move, so keep them as near as possible to where enemies will appear, and save both movement points if you think there will be an opportunity to capture an enemy.<br />
*The Arc Thrower doesn't need to be used from an adjacent tile, but does need to be within a few tiles (3 tiles, or 2 tiles directly on the diagonal).<br />
*The Arc Thrower is not affected by cover, although it does require normal line of sight. It can also be used with some height variation (for example, against an alien standing on a truck).<br />
*Being on top of a UFO or building may allow soldiers to approach much more closely without being seen.<br />
*The command pod of a UFO will usually appear in predictable locations; set up a capture by getting as close as possible with the Arc Thrower before waking them up.<br />
**[[Outsider (EU2012)|Outsiders]] will tend to move into cover and toward your squad when waking up.<br />
**[[Sectoid Commander (EU2012)|Sectoid Commanders]] will usually try to use Mind Control on their first turn. You can move your Arc Thrower near them but out of sight, and give them another soldier to Mind Control. Be careful using a soldier with Close Combat Specialist in this way, as they will have a free reaction shot within 4 tiles.<br />
*Try to kill all the other enemies before trying to capture.<br />
*Smoke Grenades and Telekinetic Field can be used to give some protection to an exposed soldier.<br />
<br />
<br />
The chance to stun is better if the enemy has 3 health or less; try to reduce an enemy's health as much as possible without killing it before trying to stun.<br />
*Use weapons that won't do enough damage to kill the enemy, and don't increase critical chance if a critical hit is likely to kill.<br />
*Pistols are a good option for doing 1-2 damage.<br />
*Disabling Shot will prevent the enemy from attacking next turn, and does reduced damage.<br />
*Explosives do a fixed amount of damage and grenades won't miss, but remember to use them before moving into position if there would be a chance to hit your own soldier.<br />
<br />
==See Also==<br />
* [[Squads (EU2012)|Squads]]<br />
* [[Class Builds (EU2012)|Class Builds]]<br />
* [[Abilities (EU2012)|Abilities]]<br />
* [[ (EU2012)| ]]<br />
* [[ (EU2012)| ]]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]<br />
[[Category: Tactical Guide (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&diff=96685Murphy's Laws (X-COM)2020-09-01T14:31:26Z<p>Miteusz: </p>
<hr />
<div>==[[Battlescape|Battlescape (UFO Defense)]]==<br />
===[[Soldiers]]===<br />
*If a soldier can miss, he will.<br />
**If the soldier can't miss, the shot won't kill the alien.<br />
**If a soldier can hit another soldier while missing, he will.<br />
*If a soldier has a high explosive, then he will have to commit suicide for the group to win.<br />
*If a soldier can panic, he will.<br />
**If he is holding a primed [[Proximity Grenade]], he will drop it and start running.<br />
**If he is holding any other primed explosive, he will drop it and stay right there.<br />
**If he is holding something else, he will drop it and run right next to an alien.<br />
*The probability of a soldier getting MCed is proportional to the lethality of the weapons he is carrying.<br />
*The probability of a soldier going berserk is proportional to the number of friendly units he can hit from where he's standing.<br />
*Your troops invariably display better accuracy and reactions when mind controlled than they do under your own orders.<br />
**The opposite is true when you mind control an alien.<br />
*The soldier you gave your shiny new heavy weapon to will turn out to have shitty Psi Strength and/or Morale. You will discover this the hard way.<br />
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft.<br />
*Your first unit out is always shot down.<br />
**Your first unit out is always your commander.<br />
*A wounded soldier will always die just before you find the last alien.<br />
*As soon as you get better armor, the aliens get better weapons.<br />
*[[Electroflare|Flares]] will always land where they cannot be picked up.<br />
*If your base is attacked, you will always get [[Electroflare|flares]] instead of [[Heavy Plasma|Heavy Plasmas]].<br />
*You will always end up short 1 TU for the action you wanted to do.<br />
*If there is a single square where an alien grenade can hit all your soldiers at once, that is the square it will land in.<br />
*The soldiers with the worst stats will always be the first to get promoted.<br />
**When you build the [[Psi Lab]], you will always discover that your highly-trained officers are psi weaklings.<br />
*On [[Ethereal]] [[Terror_Mission|Terror Missions]], you will always get the maximum number of [[Sectopod|Sectopods]] possible.<br />
*When you have finally perfected the art of UFO assaults - [[Initial_Deployment|safe initial deployment]], proper [[Scouting|scout]] and [[Sweeping_the_Battlescape|sweep]] tactics, [[UFO_Ground_Assault#Breaching_UFOs|correct breaching methods]] - that will be the mission an enemy commander shows up with a [[Blaster_Launcher|Blaster Launcher]] and nukes your entire team while it's still on the [[Skyranger]]<br />
*The only thing your soldiers are good for is warning each other about the Blaster Launching-wielding alien right around the corner.<br />
**Considering the laws above, it's pretty easy to guess exactly how they warn the rest of your squad about said Blaster Launcher.<br />
***They warn your squad with an explosion, followed by a scream.<br />
*If a proximity grenade can land on a soldier, it will.<br />
*A soldier with pockets full of pre-primed grenades will fall unconscious right next to your Commander.<br />
*That point-blank reaction shot can be guaranteed by giving the guy a Rocket Launcher.<br />
*The chance of soldiers panicking and running out of the access lift on Cydonia is relative to the amount of soldiers in the access lift.<br />
**And into direct fire from a cyberdisc.<br />
<br />
===[[Civilian|Civilians]]===<br />
*If a civilian sees a fire, he will run into it.<br />
*If a civilian sees an alien, he will move right next to it.<br />
*If a civilian can block your line of fire on an alien, he will do so.<br />
*Civilians are attracted by armed proximity grenades.<br />
*Civilians inevitably block the doorway you need to use right before you get there.<br />
**Stunning that civilian to get past it and through the doorway will reveal an alien right behind it.<br />
*If a civilian is near an alien, any attempt to save him by shooting the alien will hit the civilian instead.<br />
*Civilians will go out of their way to get shot in a Terror Mission.<br />
<br />
===[[Alien Life Forms|Aliens]]===<br />
*If an alien can hit, it will.<br />
*If an alien tries to MC you, it will always succeed.<br />
*Alien commanders will always kill themselves (with their [[Blaster_Launcher|Blaster Launchers]]) when you're on track to capture them .<br />
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier.<br />
**You never want to know the answer to "Why did the Chryssalid cross the road?".<br />
*If a dying [[Cyberdisc]] can blow up one of your men, it will.<br />
*Unconscious aliens with melee attacks will wake up when you least expect them to.<br />
*If you open a door and turn left, the aliens will all be on the right.<br />
*Aliens are smarter than they look.<br />
*This one is universal for all of the series:<br />
**"Gaahh! Come back here and let me stun/melee you, you little shit!"<br />
*Aliens can smell proximity grenades.<br />
<br />
==[[Geoscape|Geoscape (UFO Defense)]]==<br />
*When you need money the most, your funders will sign treaties with the aliens.<br />
**The first country to drop funding is always the one that gave the most money.<br />
*As soon as you get a new base built, it will be attacked.<br />
**As soon as you get a new base fully equipped and operational, UFO activity in that area will drop to zero.<br />
*If your fully developed base with 12 [[Missile_Defences|Missile Defences]] is successfully weathering a [[Alien_Retaliation|retaliation mission]] every couple days, the 1-in-30 battleship that makes it through will inevitably do so when all your experienced soldiers are out on missions.<br />
*The more money you've saved, the higher the chance the aliens will do something that forces you to waste it.<br />
**The amount of money you lose is proportional to how badly you need whatever you were saving up for.<br />
*[[Alien Terror|Terror sites]] always appear at night.<br />
**Or at noon, located conveniently so that night falls the second you arrive.<br />
*If there is one tiny lake in the middle of 100 km of dry land, your [[Interceptor|Interceptors]] will inevitably shoot the UFO down over that exact spot.<br />
*The chance that a crashed UFO's [[Elerium]] survived is proportional to how much you already have stockpiled.<br />
*Landed UFO's will always take off before you can get to them.<br />
**Unless they're filled with a species of alien you aren't equipped to deal with, in which case they will stick around forever.<br />
***And when you finally get the equipment to deal with them, they fly away, never to be seen again.<br />
****Until you have none of that equipment left to deal with them, because the base closest to them was destroyed.<br />
*UFO's will always arrive while your [[Skyranger]] is refueling from a two day patrol.<br />
*If you have forgotten to save the game for at least 3 missions, the game will crash.<br />
**The game will always crash when it is the least convenient.<br />
*If your craft is carrying no [[Electroflare|flares]] whatsoever, it will inevitably arrive five minutes after nightfall.<br />
**If you've wasted half your [[Managing_the_Item_Limit|80-item limit]] on [[Electroflare|flares]] and incendiary ammo, you will arrive at high noon.<br />
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]].<br />
*Building a new base where there is heavy UFO activity? Seems like a good time for the Aliens to stop all activity in that area, and move it to a new area.<br />
**That new area consists of the highest-funding countries.<br />
*It's always exciting downing a UFO on a tiny island in the middle of the Pacific Ocean. Too bad it's always an Ethereal-filled Battleship.<br />
<br />
==[[Cityscape (Apocalypse)]]==<br />
*If you're almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.<br />
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.<br />
*UFOs carrying infiltrators always spawn at the gate you don't have covered.<br />
*Griffon AFV is tough. The road under it is not. The tracks are just for show.<br />
*There are only two types of vehicles that are always in abundance on the market: Blazer bikes and Stormdogs.<br />
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.<br />
*Megapol is useless. <br />
**Transtellar is annoying.<br />
***Everyone else is both annoying and useless.<br />
*Government's weekly paycheck will buy you a Lawpistol clip. Maybe two.<br />
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.<br />
**If your base is in a warehouse, said stray shot will still hit the tile with your agents.<br />
*A hoverbike swarm is a good idea. Too bad they'll all get shot down anyway because of sheer dumb luck on the aliens' part.<br />
*Research will always be completed right after when you needed it the most.<br />
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.<br />
*The Overspawn will coincidentally be dropped right at your doorstep.<br />
*The Overspawn will never, ''ever'' get hurt from falling debris. Unless you drop the said debris and level half of the city with it.<br />
*People Tubes can collapse from an angry glare.<br />
*You're the only one who has a problem with the aliens. Every other corp gets along with them fine.<br />
**Transtellar in particular will always be dying for a chance to jump in bed with the aliens.<br />
*Subversion attacks ''will'' succeed, 100%.<br />
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.<br />
*Your very first invasion of the Alien Dimension will require an hour's savescumming to get it right without being reduced to scrap metal.<br />
*You ''will'' forget to not to move the X-COM craft when you succeed in destroying an alien building, killing everyone in the process.<br />
* The alien Infiltration site will always be Hard to remember.<br />
<br />
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==<br />
*If your base is raided, there will be as few of your agents spawning as possible.<br />
**Said agents will spawn as far away from the access lift as possible.<br />
***Guess where the scientists will appear.<br />
*If you're raiding a building, there will always be a trigger-happy idiot with a heavy launcher.<br />
**Despite your best efforts, he will manage to fire at least one missile.<br />
***And he will do so even if you're breathing in his face.<br />
****There is no way to avoid the missile and injuries or casualties from it.<br />
*****Even if you somehow actually manage to avoid the missile, it'll bring down the building on you.<br />
*Live explosives are seemingly attracted to large concentrations of dead cultist bodies with all the loot you came here for.<br />
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won't hit it at point blank range.<br />
**Or they'll fire a missile launcher. Guess the results.<br />
*If you turn around the corner where you think that last alien is hiding, it'll turn out to be half a dozen of Anthropods. All armed to the teeth.<br />
*A berserking agent will cause more chaos and destruction than all of your other agents put together. And it won't be directed at the enemy.<br />
*If someone throws a Boomeroid at an agent, he'll try to run away from it.<br />
**Because it will always turn out that you forgot to set him to aggressive mode.<br />
*If you try to capture a Megaspawn, it'll die before you can stun it.<br />
**As will half the agents trying to stun the damn thing in the first place.<br />
*You'd wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.<br />
*You'll encounter cloaked and flying Skeletoids much more often than you'd like to.<br />
**Cloaking never works for you. Neither does flying, actually.<br />
*Good stuff always comes too late.<br />
**Personal teleporters do not exist.<br />
*Psi attacks are only successful when they're not necessary.<br />
*Dynamic music always ignores what you're actually doing.<br />
*That agent you sent to scout ahead will always be the one without a motion scanner.<br />
*Every raid is a horrible decision between causing property damage and greed. Either way, you lose.<br />
*The agent with a Mind Bender won't see the enemy <s>until he's standing right next to it</s> at all. Period.<br />
*You will forget to capture a live Micronoid aggregate.<br />
*Toxigun ammo, Vortex mines and Personal Shields come in only two varieties: "not enough" and "none".<br />
*Anthropods, More likely than not, will just spaz out and spew out Brainsuckers if they have brainsucker launchers in turnbased, and, more likely than not, they'll haul brainsucker launchers.<br />
*Nobody expects the alien inquisition<br />
*Whenever there's an explosion, It'll be next to a chain of, like 5 other explosive objects. Good for clearing out enemies, Bad for Xcom insurance rates.<br />
<br />
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==<br />
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.<br />
*Your satellites will always be available one day too late to prevent a country from withdrawing.<br />
**Even if it shows up before "Council Report" on the event list.<br />
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.<br />
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.<br />
*If you have one more satellite to go before getting a continent's bonus, that last country will pull out of the XCOM project.<br />
**The one continent's bonus you don't want to get? The aliens will ignore that continent.<br />
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.<br />
*If a Colonel can be checked for having the Psi gift, he won't have it.<br />
**If a Rookie can be checked for having the Psi gift, he won't have it either. Sorry 'bout that.<br />
**The sixth soldier to be checked (guaranteed to have the Psi gift) will be the lowest rank possible.<br />
**That soldier will die on the first mission you send them on.<br />
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.<br />
*Your interceptor will blow up one round of fire exchange after you press the Abort button.<br />
*Your interceptor will miss every shot.<br />
**The UFO will have perfect aim and land every single hit.<br />
***After an interceptor lands a few hits on a Supply Barge it's shot down. So you sortie another interceptor and it's shot down/loses contact without hitting the damaged UFO even once. <br />
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!<br />
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!<br />
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.<br />
*Just a bit more than a day before your latest and greatest research completes? Time for a Terror Mission!<br />
*Any other time it's inconvenient? Time for a Terror Mission!<br />
**Followed by abductions less than 24 hours later.<br />
***Followed by a council mission less than 24 hours later.<br />
****Followed by a Battleship coming to destroy your satellite less than 24 hours later.<br />
*****Oh, you recently finished the Hyperwave Uplink? Here, have the Overseer UFO, 12 hours after that battleship.<br />
******On the same continent as your surely-damaged Firestorm.<br />
*******And once you lose ''that''... Time for a Terror Mission!<br />
*Steam vents will be placed in inconvenient locations.<br />
**Second floor steam vents will block your 2x2 Satellite Uplink block.<br />
***The remaining steam vents will be on the 4th floor.<br />
****In the corner.<br />
*****Behind 3 solid squares of rock.<br />
******The vent's spot is also solid rock.<br />
*Research or Foundry upgrades will be completed one day after a critical mission appears.<br />
*The only way you can afford the next item or facility you need, is to sell materials on the grey market.<br />
**Specifically, just enough to not have the materials left to build it.<br />
*When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments.<br />
**Heavy Floaters will also start appearing on your next mission.<br />
**You'll also be trying to research the Firestorm.<br />
*You will forget to equip your shiny new weapon.<br />
**If not, your save (or at least when you last saved) may forget for you.<br />
* .......................... Time for a Terror Mission!<br />
*Oh, three steam vents all set up for awesome adjacency bonus! Too bad that two of them are directly underneath the Satellite Uplink!<br />
*The only time you mis-click when accusing a country of hosting the EXALT Base, is when that country provided the most money.<br />
**It is also the eighth country to leave!<br />
***On Impossible difficulty.<br />
****Ironman Mode was also on.<br />
*****And you decided that right after you destroy the EXALT Base, you would go right on ahead and assault the Temple Ship!<br />
******Not that you would have survived, anyways, everybody was panicking!<br />
*Special: If you're trying to test something for this very 'paedia, the situation you're after will never occur.<br />
**Instead, something else will happen that will give you another idea to test. Guess what will happen then.<br />
<br />
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==<br />
*If a soldier's chance to hit is <99%, he will miss.<br />
**Especially if the target is at 1 HP.<br />
***Doubly so if that's your last action for the turn.<br />
****Exponentially so, proportional to how dangerous the target is. Like a Sectopod that's now flanking several soldiers.<br />
*If a soldier's chance to hit is 100%, he won't do enough damage to kill the alien.<br />
**If a soldier's chance to hit is 100%, the game will glitch and turn that full-face Alloy Cannon blast into a spray of harmless confetti.<br />
*The left mouse button is context sensitive; it will always do exactly what you didn't want it to.<br />
*If a soldier's a heavy, he/she is going to have terrible accuracy.<br />
**The range and blast radius of a heavy's rocket launcher will be a few tiles away from the nearest alien. <br />
***Your heavy will never be in range to fire off a rocket. <br />
*If a soldier's a sniper, he/she is going to have terrible accuracy FOR MOST OF THE GAME.<br />
**A sniper will have squad sight on either a heavily wooded UFO crash/landing sight or a Terror Mission with one or two buildings that cover the entire map.<br />
*If a soldier's an assault, he/she is going to have terrible accuracy EVEN AT POINT BLANK RANGE.<br />
**If you activate Rapid Fire, both shots will miss a point blank Sectopod (who has only eight health bars left) despite the second shot's hit chance being 85%. <br />
*If a soldier's a support, he/she is going to have terrible accuracy WITH ANYTHING BUT A S.C.O.P.E. AND A LIGHT PLASMA RIFLE. <br />
*If an alien's chance to hit is >1%, he will hit.<br />
**If an alien's chance to hit is <1%, he will destroy your full cover. <br />
*If an alien's mind control chance is >1%, it will work.<br />
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.<br />
**''Especially'' if that soldier has only 1 HP.<br />
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.<br />
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. <br />
***If so, then the vehicle's explosion will finish him/her off. <br />
****Not to forget that this specific soldier, was your Colonel who had been with you since the first mission.<br />
*Your soldier will always have the exact amount of health for a vehicle to blow him up.<br />
*You will always reveal new enemies on your last move of the turn.<br />
**Who will then take up flanking positions behind anyone who dashed.<br />
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.<br />
**Soldiers who hit the alien will barely kill the alien.<br />
***The alien, in turn, will kill your highest-ranking soldier.<br />
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.<br />
*When you have your whole squad on overwatch they will all shoot one floater.<br />
**And then all die to his Chryssalid buddy.<br />
*Your Revive spec medic will always be the one critically wounded.<br />
*When trying to capture a commander with one stunner, he will be the one MCed,<br />
*Aliens will always hit soldier's hunkering down behind high cover.<br />
**The alien will do just enough damage to not kill him, but to cause him to panic.<br />
***The panicking soldier will kill a soldier and start a panic chain.<br />
*Panicking soldiers will always have 100% to hit.<br />
*Smoke grenades will always improve alien accuracy.<br />
**Mutons and Floaters will always throw grenades into smoke. <br />
*If a soldier can panic, it will.<br />
**Soldiers that panic will aim for the highest ranking officer he can see.<br />
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the "protected" Colonel.<br />
*Rockets will always fly off target.<br />
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.<br />
***At a gas station<br />
****Then everything will explode<br />
***** Then everything will explode and everyone will panic<br />
******Even your SHIVs<br />
*******And they will shoot your highest-ranked soldier<br />
********And he will die<br />
*********He will also have the psionic gift<br />
**********He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.<br />
***********And he/she will also be named after you. <br />
************And he/she will be carrying your only medkit.<br />
*Aliens will position themselves right outside the radius of a grenade throw.<br />
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.<br />
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.<br />
**When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will miss every shot. <br />
*When it is time to face Muton Elites, your psionics will not be with you.<br />
*Your soldiers are always one grid point away from moving to safely flank an alien.<br />
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.<br />
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can't seem to hit.<br />
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.<br />
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster. But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.<br />
*The Overseer will only appear when you have no Firestorms.<br />
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in<br />
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.<br />
**ALWAYS<br />
***Especially on the final mission of the entire game.<br />
*MCed aliens will always activate no less than two squads that were just behind them.<br />
*Your sniper with Snap Shot will never be useful for anything, ever.<br />
*Your sniper with Squadsight will never be in a good position.<br />
**And when he is, a tree will block his line of sight to finish off that one alien flanking your soldiers.<br />
*The alien with a grenade will go first. He will toss the grenade , without moving, negating any troopers on Overwatch, and removing cover from you forward trooper.<br />
**Next alien will kill your now-exposed trooper.<br />
***You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.<br />
****Also, it's been 5 rounds since you last saved.<br />
*The range for a soldier flying with Archangel Armor will always be "One less than it takes to get into cover, or out of range."<br />
*On a Battleship raid, there will always be one alien that runs away, forcing you to have to chase them down.<br />
**Backwards.<br />
***And they're Seekers, so they're invisible too. <br />
*The game has no problem sending and activating every alien squad in an Abductor or Supply Barge at you in 1 turn.<br />
**If not, that's because the high-level alien squad somehow noticed you from the other side of the ship.<br />
*The council mission reward will always be either what you don't need, or not enough of what you do.<br />
*When fighting Thin Men, you will always activate 2 squads at a time.<br />
*When fighting Floaters, they will always Launch to flank just tiles away from your Sniper. No soldier will be close enough to help her.<br />
*When fighting Mutons, you will activate a squad ''after'' you have finished moving at least two soldiers. Who you placed right next to each other.<br />
**If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren't.<br />
***Both of their cover is now gone, fyi.<br />
*When fighting Chryssalids, they will always be at least close enough to hit your soldiers from a diagonal tile, if not closer.<br />
*When fighting Cyberdiscs, when they are open, your hardest-hitting soldier will not be able to attack them.<br />
**Because it opened up to kill said soldier in the previous turn.<br />
*When fighting Sectopods, the answer to "Which soldier are they going to fire at?" The answer is always "the one taking cover behind something explosive."<br />
**On the rare chance that it's Chest Cannon misses, the shot will still hit something explosive.<br />
***Specifically, something that another soldier is taking cover behind.<br />
****Whom it will then fire upon.<br />
*When fighting a Sectopod, after your two troops have been battered by both Chest Cannon blasts despite being behind full cover and in the middle of a smoke grenade cloud, one moves and triggers a Reaction Shot.<br />
*When fighting an Ethereal, it will either:<br />
**Be in a different room than usual.<br />
**Become activated when you pass within 10 feet of the door.<br />
**Become activated when your last turn is to MC an Elite Muton or Heavy Floater that would be flanking it's buddies.<br />
***Which it will then immediately kill.<br />
*Your first shot with a shiny new weapon will miss.<br />
*Despite bipods being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.<br />
*Your Support with Sprint and a Skeleton Suit or Ghost Armor will always be one movement short of saving a civilian.<br />
*Your soldier will make a crazy-ass, low-percentage, gun-pointing-the-wrong-way-for-some-reason Overwatch shot with your currently-most powerful weapon.... on a wounded Sectoid.<br />
*At the point in the game when you have all continents armed with Firestorms all with Fusion Lances (Highly unlikely, especially considering the laws above) that is the only time when the Aliens give up on sending the big UFOs and start sending small scouts<br />
*On a Battleship raid, you send in a rookie to investigate the main room, thus activating all 20+ Aliens who just "happened" to spawn in there. They will then all hide, and when you think yourself so clever for taking up positions for multi-pronged attack on the main room, it turns out, they were all on Overwatch.<br />
**And yes, each Alien is just so positioned so that each one of your soldiers will have a chance to get shot at.<br />
***This will occur more often on Ironman Mode.<br />
****On Impossible Difficulty.<br />
*****It turns out, this was also supposed to be the day that you got the only Psionic Soldier you ever found got strong enough to become the volunteer.<br />
******Afterwards, the game will glitch so that you will never find another Psionic Soldier in your whole playthrough<br />
*******Not that it matters, your entire elite squad got wiped out, when they had all their fancy armor and weapons.<br />
*"Don't shoot the Elerium, don't shoot the Elerium---- shit."<br />
**"Don't blow up the power source, don't blow up the power source ---- crap."<br />
***"Blow power source! Blow! Blow! ---- come on!"<br />
*Your soldier will miss the alien and shoot the meld instead.<br />
**Especially if you have them flanked.<br />
*When your favorite soldier gets critically injured, you clear out the Muton Elite that hurt him. Too bad there is a group of sectoids all the way across the map.<br />
**It will take a full turn of dashing for your Sprinter support in a Skeleton Suit to reach them.<br />
***They will all proceed to hide behind full cover just out of your sight.<br />
****When you finally see them for your Squadsight Sniper with Double Tap will hit two of them, however, there are three sectoids.<br />
*****Not that it matters, they were all on overwatch, and considering the laws above, they will all get critical shots on your soldier, and kill her<br />
******That is, IF you find them.<br />
*Have Frag Grenades? Any aliens in range will have four HP left.<br />
**Alien Grenades or Mind Fray? Six.<br />
***And it will be your only viable action: any attempts at firing a gun will miss.<br />
****C'mon: it's not even out yet, but you just ''know'' that the only time you'll have the Needle Grenade with you, aliens WILL take cover in such a way that only ONE would be affected by it at any time.<br />
*****That alien will also have four HP left.<br />
*Speaking of Enemy Within: you shall soon become familiar with the sound of exploding Meld canisters.<br />
**Which is Dr. Vahlen's annoying voiceover.<br />
*Two words: naughty tentacles.<br />
*Alien: "You brought a soldier with a Med-kit, I'll just Critically wound him then..."<br />
*"Ooh look, the last meld canister.. and..... that's a group of Muton Elites... And a Cyberdisc... or three"<br />
*Need 5 more Meld? Check out that Heavy Floater with only one health left!<br />
**Looks like it's running away, no biggie, you'll just follow it.<br />
***And activate its Mechtoid Buddies!<br />
*While you are almost finished with Confounding Light, you have one turn left to activate the train, too bad the only soldier that can make it is being Overwatch-camped by that Muton who was just air-dropped.<br />
**Even though that move would have required a dash!<br />
***He was also an assault that was gonna get promoted that mission. Guess which Rank.<br />
*The mission where your Squaddie Sniper levels up is alaways the mission that Sqaud Sight would have been supremely useful for.<br />
*Don't EVER pick favorites, they'll just die anyways<br />
*"Ok, gene mod do-- mission, ok, reload to get my soldier. OK, mission done, now to gene mo-- damnit, 'nother mission... ok, done, finally. Allright---- oh come the fuck on, Council, I'm busy here! Now what do you waaa'''AAAHHFUCKCHRYSSALIDS!!'''"<br />
*Yes, Meld Canisters provide full cover. If you're actually using them for that, you have only yourself to blame.<br />
*Enemy Within. Because Sectopods really needed the ability to outright ignore half of all incoming damage.<br />
**AND be able to freely and deliberatley target your cover: "That'ssssssssssssssssssss a nice wall you got there~!"<br />
*Your Heavy will never be in a good spot to launch a mission/life-saving rocket.<br />
**Eventually, you'll fire it, because "might as well."<br />
***'''Then''', and only then, on the ''next'' turn, will they be in the perfect situation to fire that shot you just wasted.<br />
*Training Roulette:<br />
**You'll either get abilites that're near-useless to that class, or<br />
**You'll get high-tier abilities on the same Ranking, forcing you to choose between them.<br />
***Doubly so if they're abilites that would otherwise work well together.<br />
****The game will also pick the most useless skill for that soldier when he gets promoted to Major, like close combat specialist on your sniper.<br />
*Damage Roulette:<br />
**Any time you need to do ''just enough'' damage to weaken an alien so that you have the maximum capture chance, you'll kill it instead. Maybe even crit it.<br />
**Any time you need to ''very definitely'' kill an alien (like the Chryssalid that wants to eat your Medic) you'll knock it down to 1hp.<br />
***The chance of this occurring increases significantly if this is the last action of your turn.<br />
**Any time the aliens shoot at your soldiers they'll do the maximum possible damage, especially if they're in cover and not flanked.<br />
**Any time the aliens shoot at your SHIVs they'll do the minimum possible damage... unless that SHIV is being used '''as''' cover.<br />
*Hey, see that high-ground, full cover spot right over there? That looks like a ''great'' place to attack those aliens from. Go on over, pal.<br />
**Whoops, now they're out of line-of-sight. Tough break there, buddy.<br />
*If you find yourself needing Revive, you're doing something wrong. Too bad you always need it thanks to all of the laws stated above.<br />
*After spending some 3-5 rounds setting up a nice blitzkrieg for the bridge of a UFO, ''just'' when you're ready to open the door, the alien CO pod will 'teleport' either halfway across the map, or in the perfect spot to counterattack.<br />
**This includes any other escorting pods, after the CO pod takes the Alien turn to open every door, revealing every soldier.<br />
*The soldier with the arc-thrower will always be in the opposite direction that an alien you're trying to capture decides to run in.<br />
**Followed by spending the rest of the mission chasing the alien like the LAPD. Benny Hill theme optional, but recommended.<br />
*The international symbol of the red cross on med kits is apparently the Inter''galatic'' symbol for "Shoot me first."<br />
*Any UFO that crashes into the ocean will be in a heavily forested area.<br />
*The last alien alive will be a cloaked Seeker, that is now panicked and running away, in a large map. Good #&@%ing luck finding it.<br />
**Or hasn't panicked, but it's a Terror Mission and the lone Seeker's AI has decided to kill as many civilians as possible before going after your agents. But if you split the team up to rescue more at once...<br />
*If an alien hides behind something explosive, one of several things will keep you from taking advantage of it:<br />
**Either you don't want to blow up the object,<br />
**Or a soldier is in the blast zone,<br />
***Especially if they're out of move, or there's no other safe place to move to.<br />
**Or you don't want to destroy it's equipment/fragments.<br />
**Or two of the above.<br />
**Or all three.<br />
*The farther and more obtusely placed a Meld canister is, the more likely it is that stray fire will destroy it from the other end of the map.<br />
*Trying to overwatch-spam to let Adaptive Bone Marrow heal non-armor HP? Here, have a crit to the face.<br />
**Courtesy of that wounded Sectoid that either only took 1 step into your POV, or didn't move at all.<br />
*You will have the perfect Overwatch trap set up.<br />
**You will have a pod you didn't know was there walk into it.<br />
***You will batter the approaching aliens to a bloody pulp.<br />
****You will have the game lock up in Alien Activity.<br />
*****You will have your last save be just before this. Any attempt to Overwatch Trap again will result in a lock up, again.<br />
*Your full 6-man team of one specific nationality will be carved up by an Ethereal MCing half of them and deflecting all your plasma shots.<br />
<br />
==[[Long_War|Long War]]==<br />
*You will always learn the hard way what new perks and Gene Mods the dev team has given the aliens.<br />
**To wit: Jumping Berserkers.<br />
*Even if you did have the muscle to take down Abductors, their flight path will only be long enough to send one interceptor against them.<br />
**If at all.<br />
*If you feel you're doing well: your confidence is ill-deserved.<br />
**The alien pod with two Mechtoids, a Sectopod, several drones, and a Sectoid Commander on the other side of that door will gladly demonstrate this.<br />
***Followed by the mixed Muton pack that just came up behind you.<br />
****And then by those Cyberdiscs that decided to say hi.<br />
*The first two shots in Air Combat will always be critical hits.... on your interceptor.<br />
*There are, essentially, three results to Air Combat: the UFO crash lands, it DOAs, or your interceptor is KIA.<br />
**The result that ''will'' happen will be one of the two that you don't want.<br />
*The first alien base will always appear (and remove a Council country from) the continent who's bonus you were hoping to get next.<br />
*When you need meld the most, the game will glitch out and think you are doing good for some reason... so you will only get 3 meld per canister.<br />
<br />
==[[The_Bureau:_XCOM_Declassified|Combat (The Bureau)]]==<br />
*The agent you sent forward to flank one alien will then be fired upon by EVERY alien.<br />
**Any agent sent forward will be flanked. Twice.<br />
*Any attempt to make a Sectopod turn around (so you can hit it's weak point) will fail to make it turn sufficiently, if at all.<br />
*You'll run out of ammuntion at the worst possible time.<br />
**That includes just reloading, and flat-out running out of bullets alltogether.<br />
*Even if you're replaying, you'll fail to notice the new weapon, or ammo sachel, that would have been really useful in the skirmish you just barely won a few seconds ago.<br />
*There are the best kinds of weapon for a job, when entering a new skirmish. You will not be carrying it.<br />
*You forgot to check a side-path, and just passed a checkpoint: and now you can't go back to check for ammo or backpack schematics.<br />
**By the way, you'll need that ammo in about 5 seconds.<br />
*Even though Battle Focus slows down time, and it's just one click, it still won't be enough time to finish hitting Heal and save an agent from dying.<br />
**That goes double if the Agent in question is Carter.<br />
*Like any other XCOM: An alien's location is ''always'' equal to: grenade toss range, plus explosion area, plus "just enough to not get caught in the blast."<br />
**Meanwhile, aliens toss like they pitch for the Dodgers.<br />
*When attepting to interact with something, the θ of the angle that will allow you to do so is inverse to how ugently you need to do it.<br />
*The agent ability you need right now? You still need to wait for it to reload.<br />
**When it does load, the only aliens left on the field are Sectoids and low-level Zudjari.<br />
***When, out of frustration, you use the ability to finish off the weakling: that's when the second wave of aliens shows up.<br />
**** They are led by a Commander, or Muton (Elite), or Sectopod, or Gunship.<br />
*When attempting to snipe, the alien will always move at the last second.<br />
*The distance between an agent and a Muton will aways be less than the length of it's arm.<br />
*Alien shields and heals ''will'' go up in the span of time between firing a kill shot, and when it would've hit.<br />
*God help you if you have a wireless keyboard/mouse, and haven't charged the battery in the last 24 hours.<br />
<br />
==[[XCOM2|XCOM 2 (Strategic)]]==<br />
*Shen's dead, baby. Shen's dead.<br />
*You will get greedy in going for the random supply discoveries, and forget to progress with Resistance activities.<br />
*You will start building your resistance network.... in the wrong direction to the closest Blacksite.<br />
*You will get a priority mission JUST before completing a scan.<br />
*The rare time a soldier gets a cross-class training Perk... it'll be something useless for how you play that soldier.<br />
**And you'll already have six people lined up for retraining.<br />
*A mission will appear when you have just over a day remaining to finish picking up your supply drop.<br />
**This will leave you 1 supply short of being able to buy that fancy weapon/armor upgrade you just finished researching.<br />
***If it doesn't, that's because you don't have enough alloys or elerium anyway.<br />
****Also you don't have enough intel to buy any from the black market.<br />
*****Not that it would matter if you did since the Gone to Ground dark event is active.<br />
*You will get the Resistance Network card just after you finish making contact with all the regions you wanted/needed to.<br />
<br />
==[[XCOM2|XCOM 2 (Tactical)]]==<br />
*DODGE: GRAZED!<br />
*You will be distracted by Snek Tits at inopportune moments.<br />
*Sectopods are basically Metal Gears now. Have fun with that.<br />
**[https://www.youtube.com/watch?v=RrkzIN2eP0U muffled nuclear in background]<br />
*Hours worth of careful sneaking will be ruined by an unfriendly civvie walking around the corner.<br />
*The procedurally generated map for that critical mission will be as follows:<br />
**ADVENT stronghold: a high-terrain fortress with turrets, high cover, and choke points.<br />
**Your cover: cars that explode when hit by anything worse than a mean look. <br />
*If the Sectoid on the map manages to get mind control out of Mindspin with anyone, it will be your Ranger.<br />
**You will always be in slashing distance of this Ranger.<br />
***The Ranger will always be your Blademaster.<br />
*The one time you get 4 damage with a grenade is on the soldier that drops loot<br />
*Your Repeater won't activate on a Berserker but it will sure as hell execute a basic soldier<br />
*You will never get Blacksite Intel drops<br />
**Particularity when the Doom Counter is nearly full.<br />
*** When you do get one: expect the next site to be somewhere you've already made contact with.<br />
* You will learn that the game has chests with random loot in them only after finishing Legendary Ironman run. <br />
*The Alien Leaders will always spawn on a timed escort mission.<br />
**Doubly so if the 'reduce turn limit' Dark Event is active.<br />
*Bringing rookies on a guerilla op? Wouldn't it be fun for the Chosen to arrive? <br />
*if you have multiple people flanking the Chosen assassin, they are all in perfect position to be hit by Harbor wave. <br />
*the shot that would kill the Chosen will never hit. <br />
*if your ranger can kill a muton with a slash, that muton will kill your ranger by deflecting it. <br />
**in the off chance you DO kill the muton, you will activate another pod in the process.<br />
***the pod is more mutons. <br />
*If a hack has < 100% to succeed, it will fail.<br />
**If the hack reward would be something useful (like a permanent hacking stat increase), it will not even be close.<br />
***This will be true even though you're using a Colonel Specialist with a mark 3 GREMLIN and a Skulljack with Skullmining researched.<br />
*On a mission to rescue/kidnap a VIP from an ADVENT vehicle, the enemy pod will always take up positions directly between you and the vehicle. Any attempt to shoot them will miss, blow up the vehicle, and kill the VIP.<br />
**If the pod contains a Purifier, it will use the VIP's vehicle as cover.<br />
*Your grappling hook will let you grapple to every tile EXCEPT the full cover one you want to stand in.<br />
*The first Chosen you encounter will have Low Profile and Kinetic Plating as their strengths. Their weakness will be Groundling. There will be no high ground anywhere near them.<br />
*You will get the Warlock down to 1 HP at the end of your turn. On his turn, he will use Spectral Army.<br />
*Every shot your Shredder spec'd grenadier takes against any target with armor will miss.<br />
*If Whiplash has < 100% to hit, it will miss.<br />
**If it somehow hits anyway, the target will dodge.<br />
*In preparation to fight the Archon King, you set up your Reaper with Banish, Superior Repeater + Superior Expanded Mag + Stock, and Insider Knowledge. You engage the King comfortable in the knowledge that this gives you a 79% chance to insta-kill it. Guess what happens.<br />
[[Category:Enemy Unknown/UFO Defense]]<br />
[[Category:TFTD]]<br />
[[Category: Apocalypse]]<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Bureau (2013)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Storyline_Missions_(EU2012)&diff=96684Storyline Missions (EU2012)2020-09-01T14:24:22Z<p>Miteusz: after" removed</p>
<hr />
<div>'''Warning: Major Spoilers Ahead!'''<br />
<br />
In order to progress and eventually win the game, the player must win a number of specific [[Missions (EU2012)|missions]] in the game's [[Storyline (EU2012)|Storyline]].<br />
<br />
==Tutorial==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:ACT1_INTROLEVEL (EU2012).png|200px|right|Tutorial mission]]<br />
Unknown bogeys reclassified as intelligent, possibly extraterrestrial life. Unexplained events at impact site. German FSLK200 LRRP reported MIA.<br />
*Assess situation at impact site<br />
*Locate German recon team<br />
*Investigate extraterrestrial objects<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
* The Tutorial appears as an option at the start when you choose the game's [[Difficulty (EU2012)|difficulty]]. The Tutorial isn't available as an option at the Impossible difficulty level. <br />
* The Tutorial is designed as a presentation of the game's story and controls. <br />
* Enabling the Tutorial will always bring the same initial scripted mission, with 3 of your [[Soldiers (EU2012)|soldiers]] being KIA at the end. <br />
<br />
==Alien Base Assault==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:Alien Base Mission (EU2012).png|200px|right|Alien Base Mission screen]]<br />
We have gained access to the Alien Base by means of the Skeleton Key. Use extreme caution; analysis indicates the presence of a large combined enemy contingent. This mission cannot be aborted.<br />
*Penetrate the base's defenses<br />
*Neutralize all invader forces<br />
*Identify and capture the base commander, if possible<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
[[File:Alien Base Discovered (EU2012).png|300px|right|Alien Base Discovered]]<br />
*The Alien Base Assault is unlocked once you've captured an [[Outsider (EU2012)|Outsider]] and [[Outsider Shard (EU2012)|researched]] it. You will also need to build the [[Skeleton Key (EU2012)|Skeleton Key]] before assaulting it.<br />
**Especially on Impossible [[Difficulty (EU2012)|Difficulty]], it may be wise to unlock this [[Missions (EU2012)|mission]] as soon as possible (including building the key, so you don't find yourself short on resources for it), and save it for when you need it: completion gives a 2-point ''worldwide'' Panic Reduction, which could save several countries from withdrawing due to panic, if you find yourself in a difficult situation.<br />
**If playing with [[Second Wave (EU2012)|Second Wave]]'s option of Diminishing Returns you may want to hit the Alien Base as quickly as possible since the increasing cost of [[Satellite (EU2012)|satellites]] makes panic management almost impossible.<br />
** On the [[XCOM:_Enemy_Within_DLC_(EU2012)|Enemy Within DLC]] you'll only get a worldwide panic reduction of 1 on the Classic/Impossible difficulty levels. <br />
*The Alien Base can be expected to contain all of the [[Aliens (EU2012)|aliens]] you've encountered so far, and at the end a single [[Sectoid Commander (EU2012)|Sectoid Commander]] guarding a [[Hyperwave Beacon (EU2012)|Hyperwave Beacon]]. On higher difficulties you may also face yet unseen aliens such as [[Drone (EU2012)|Drones]]. <br />
**Does not include [[Slingshot DLC (EU2012)|Slingshot DLC]]'s early appearances of [[Muton (EU2012)|Mutons]] and [[Cyberdisc (EU2012)|Cyberdiscs]], unless it is or past the normal month for their appearance (ie: 3rd month for 1st Mutons).<br />
*The Alien Base is considerably longer than most missions you'll have done so far, so pack for the long haul.<br />
*Warning: losing this mission will result in losing the game.<br />
*Check the [[AlienBase01 (EU2012)|Alien Base 01]] and [[AlienBase02 (EU2012)|Alien Base 02]] pages for overhead shots of both Alien Base [[Maps (EU2012)|maps]].<br />
*With the Enemy Within DLC, success also nets you 50 [[Meld (EU2012)|Meld]] (automatic: no Canisters to find).<br />
<br />
===Trivia===<br />
* If you check the coordinates in the cutscene (N39º 31' 16.68", W76º 38' 46.82"), the alien base is located at 10 Loveton Circle, Sparks Maryland, US. Which also happens to be the address of Firaxis Games.<br />
<br />
==Crashed Overseer UFO==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:Overseer_Deep_Woods_2 (EU2012).png|200px|right|Overseer Crash Site]]<br />
XCOM Interceptors have splashed a UFO. Intel indicates some surviving crew. Exercise caution when engaging the enemy; the craft may contain usable salvage.<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 />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
*Once you've built a [[Hyperwave Relay (EU2012)|Hyperwave Relay]] base facility you will gain the ability to detect the [[Overseer (EU2012)|Overseer UFO]]. This can only be shot down with a [[Interceptor (EU2012)|Interceptor]]/[[Firestorm (EU2012)|Firestorm]] with a powerful weapon and equipment aids. <br />
*The Overseer UFO is then a standard medium-sized [[Crashed UFO (EU2012)|UFO crash site]], with the exception that its commander is an [[Ethereal (EU2012)|Ethereal]] with [[Muton (EU2012)|Muton Elite ]]guards protecting a [[Psi Link (EU2012)|Psi Link]] device.<br />
**As this may be the first appearance of Elites (and Sectopods), and as well as the first sighting of an Ethereal, capturing and interrogating both aliens is encouraged, as the [[Research (EU2012)#Research Credits|Research]] these two provide will greatly reduce the time needed for any research projects you have remaining.<br />
***In Enemy Within there is a chance that the Ethereal will appear on the Base Defence Mission and so this would not be the first appearance of the alien.<br />
*[[Sectopod (EU2012)|Sectopod(s]]) will show up regardless of current progress.<br />
*If you can't shoot down the Overseer UFO or choose not to assault it after it crashes it will reappear later on.<br />
* There are 4 possible [[Maps (EU2012)|maps]] for the mission: <br />
**[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]]<br />
**[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]]<br />
**[[Overseer_StoneWall (EU2012)|Overseer Stonewall]] <br />
**[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]]<br />
<br />
===Tactics===<br />
* The Overseer UFO will not appear until you've built the Hyperwave Relay, and even then, there's a window between a few hours, but usually/up to a few weeks, before it appears. Furthermore, it could appear over any country you have [[satellite (EU2012)|satellite]] coverage on. With this knowledge, it might be advisable to wait and build the Relay until you have at least 1 Firestorm over each continent. Interceptors can be used, but you'll need [[Plasma Cannon (EU2012)|Plasma Cannons]] on all of them, and modules.<br />
**On Easy and Normal, this UFO is weighted to be more likely to appear over a continent that has a Firestorm.<br />
<br />
==Temple Ship Assault==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:TempleShip2 (EU2012).png|200px|right|Temple Ship]]<br />
We finally have the strength to face the Ethereals on their own ship. The future of humanity is at stake. Expect extreme resistance.<br />
*Force entry to the Temple Ship's bridge<br />
*The Volunteer must survive<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
*The final mission of the game. Your mission is to get to the bridge of the Temple Ship, kill the [[Uber Ethereal (EU2012)|Uber Ethereal]] there and keep the Volunteer alive.<br />
*Your [[Volunteer (EU2012)|Volunteer]] soldier is granted a new [[Psionic (EU2012)|psionic]] ability (The Rift) and must survive - if he/she dies you'll lose the game. (But you can restart the [[Missions (EU2012)|mission]] even on Ironman).<br />
*You can expect to see at least one of every type of [[Alien Life Forms (EU2012)|alien]] in this mission, with the exception of the [[Outsider (EU2012)|Outsiders]], [[Mechtoid (EU2012)|Mechtoids]] and [[Seeker (EU2012)|Seekers]] (this mission's alien composition and positions are identical in both vanilla Unknown and Enemy Within). Highlights are a room with two [[Sectopod (EU2012)|Sectopods]], and the final room featuring an Uber Ethereal with two [[Ethereal (EU2012)|Ethereal]] guards and several [[Muton Elite (EU2012)|Muton Elites]].<br />
*Killing the Uber Ethereal wins the game immediately, with no need to kill any remaining aliens.<br />
*Warning: losing this mission will result in losing the game.<br />
*For a transcription of the Uber Ethereal's words during the mission see [[Alien Objectives (EU2012)|Alien Objectives]].<br />
<br />
Check the [[TempleShip (EU2012)|Temple Ship]] page for overhead shots of the entire map.<br />
<br />
===Tactics===<br />
'''Room 0 - Landing Bay'''<br />
*No enemies. The path splits into three doorways, center, right, and left, a symmetrical configuration that follows all the way through the ship. Further directions assume chosen camera angles keeps forward "upwards". <br />
*Alien squads will be listed individually (ie: per activation, each squad will be separated by commas; different squads can be activated independently). <br />
*As you move through the ship, the Uber Ethereal will comment on each alien race and your progress.<br />
<br />
'''Room 1 - Sectoid & Cyberdiscs'''<br />
*A wide foyer with several half-cover berms, and archways opposite of the side doors. <br />
*Once through the first set of doors, you will encounter a Sectoid Commander and two Sectoids, and another two Sectoids on the path under the right archway. After 1 round, 2 Cyberdiscs and 3 Drones will appear on top of the archways (1 Disc each, the one on the left has the 2 drones). <br />
*Snipers with Double Tap can make short work of the Discs, and other solders can mop up the drones if they survive the Disks' explosion.<br />
<br />
'''Room 2 - Floaters & Chryssalids'''<br />
*A large square room, with a high walkway/bridge crossing down the middle, two high balconies on the sides, and low pathways between. There is a Floater on the left pathway, a Heavy Floater (high balcony) & Floater (pathway) on the right, and two Floaters at the end of the bridge.<br />
*After 1 round, 3 Chryssalids will spawn, two on the right pathway, and one on the left, closer to the entrances (fortunately, they will not move right away). The Volunteer can use rift to make short work of the two on the right.<br />
<br />
'''Room 3 - Thin Men'''<br />
*Actually 3 hallway/bridges: following the previous room, the middle bridge is shorter & high up, and the left and right bridges are at low elevations, and have an extra door in the middle. <br />
*The middle path contains two Thin Men, who will immediately run when spotted, so two soldiers ghosting (one on overwatch, the other firing) would be useful to take both out before they get into cover. <br />
*A third Thin Man will be on one of the lower bridges, past the middle door (it will be on whichever side that past the middle door is seen first). Take care not to run through poison gas.<br />
<br />
'''Room 4 - Mutons and Sectopods'''<br />
*A very large, long Colosseum, and perhaps the hardest room of the Temple Ship.<br />
*Coming from the previous room's bridges: the middle entrance opens into a balcony, and the left and right entrances open into small open areas with stairs that lead back to a middle elevation. Visible from the top of each stairs are two separate squads of two regular Mutons each. If both are activated, it will activate a lone Berserker in the middle (in front of the balcony). You may want to keep some Mutons mind controlled for the next part (preferably the Berserker if you can).<br />
*The side paths will lead again to downgoing stairs, which lead to two long pathways, which frame an even lower, wide open amphitheater containing two Sectopods, placed close together near the middle. Past the first high balcony, a middle-elevation balcony is in the middle, near the entrance. <br />
*Snipers with Archangel should be able to fly high at the back of the room with Archangel and shoot freely at the Sectopods without being seen themselves. <br />
*This is a good time to use Rift, since you should be able to get both Sectopods and it does full damage to them, and will kill them by itself over the two turn duration (if your Volunteer happens to be a HEAT Heavy it will simply one-shot them).<br />
*Alternatively, if you managed to keep a Muton, placing it between both Sectopods will heavily damage all three when they fire their Chest Cannons.<br />
*When both Sectopods are destroyed, two Muton Elites will spawn way down at the far end of the room, where stairs bring all 3 paths back into 1. With high-ground and cover, they may either wait to ambush you, or move forward, firing or tossing grenades at the first soldier they see.<br />
<br />
[[File:XCOM2012-Ethereal_Cathedral.gif|thumb|300px|right|Overhead map of safe zones and activation areas]]<br />
'''Room 5 - Ethereal Cathedral'''<br />
*After a thin corridor, the final room is a large cubic room with a low middle path with two high-cover obstacles, and two high side paths with sets of half-cover balconies (like two E shapes, both with the tines pointing inwards, the middle tines being longer). <br />
*The Uber Ethereal waits at the far end of the room, on a high, thin balcony in the middle. Behind him is a second Ethereal Device serving as the Cathedral's altar. The aliens activate once in sight of him (a few spaces before crossing the middle tines of the "E"s: being no farther forward than the "latitude" of the middle stairs leading down is close enough to make any final Heals/Inspirations): two Ethereals on the last tines of the "E"s & two Elite Muton guards below and either side of the Uber Ethereal's balcony. Just before his guards spawn, the Uber Ethereal will speak again: of their existence, and why they have attacked Earth, alluding to some unrevealed "others" and some nameless cataclysm or trial.<br />
<br />
'''Winning the Final Fight'''<br />
*There are many ways to win, and even more ways to die in this room, especially after all the other battles you've fought leading to this. <br />
* Killing the Uber Ethereal wins the game immediately, so a good strategy is to ignore the lesser enemies and pump everything you have in to the Uber Ethereal to win the fight as quickly as possible.<br />
*Mind Controlling the Muton Elites on the turn you enter the room will take them out of the fight and also cause the Ethereals to spend a turn killing them, which they would otherwise spend mind controlling your people. Which they will otherwise do. <br />
* A good basic strategy is to form up your squad near the entrance, enter the room and mind control both Muton Elites (which makes cover a non-issue, since the Ethereals' attacks ignore it) and spend any remaining actions damaging the Uber Ethereal. The Ethereals will then almost certainly kill both Mutons and then mind control one of your soldiers. You then have a full turn of actions from 5 soldiers to do enough damage to the Uber Ethereal to kill him and win.<br />
* The fight doesn't trigger until you actually spot the Uber Ethereal. As long as you haven't spotted him yet, you can take as much time as you want in setting your troops up.<br />
*If you can't reliably end the battle in two turns, you need to be able to fend off those Mind Controls otherwise you're going to be in some serious trouble. The ideal solution is to have enough Mind Shields to outfit your entire team with them. But since this may be gimping your team in other ways, and may not be possible to have downed six Ethereals before this point, some creativity may be required. Psi Inspiration and Combat Drugs Smoke Grenades can help.<br />
** With Enemy Within, the Neural Damping gene mod can be used for immunity to mind control. As an alternative, getting Mind Shields (combined with Neural Feedback) for all the soldiers isn't impossible if you wait long enough to farm enough Ethereal corpses, since Tactical Rigging allows for 2 items to be carried. <br />
* A Squadsight Sniper can sit safely behind the 3 tile long cover just outside the door (have him/her set up in the middle of the block) and pop away at the Uber Ethereal with impunity. Simply send in someone with Ghost Armor to spot.<br />
* If you manage to MC both of the other ''Ethereals'', that's pretty much a guaranteed win. You'll need the Volunteer and a second Psi soldier with at least a Mind Shield to have a chance, but then you can waste the UberEthereal in the next round with a 3-deep barrage of Rifts!<br />
* Quick and Simple (requires a Squadsight Sniper): after killing both Muton Elites on the previous chamber, group all of your soldiers by the entrance and reload/heal wounds. Now, move the squad and have them occupy the 6 spaces right after the corridor and keep the Volunteer and the Sniper on the back. This will not activate the Uber Ethereal so after they are moved, end turn. Next turn move a soldier to one of the platforms right in front. After the Uber Ethereal finishes talking, use your Sniper to land 2 shots (with Double Tap) on it. Dash a cloaked soldier over to its side of the map and ignore all other aliens, ending your turn. Next turn use the cloaked soldier to spot the Uber Ethereal and either use him/her or the Sniper to finish it off.<br />
<br />
<br />
With the death of the UberEtherial (and after any last Mind Controlled aliens time out), your long mission is at an end... if not for the Ethereal Device overloading without it's controller or the alien collective feeding off of it: the Volunteer gets a vision of the Device reaching it's Schwarzschild radius and collapsing into a Black Hole, eating the Temple Ship, the Skyranger, cites, people... and the Earth itself. Commanding the rest of Strike 1 to retreat to the Skyranger, and the pilot pulling out, the Volunteer interacts again with the Ethereal Device, and manages to get the Temple Ship into space. At a safe distance, the Volunteer commands the device to rip itself apart, obliterating the Temple Ship.<br />
<br />
As the burning fragments of the Temple Ship burn up in re-entry, mimicking the opening cinematic, humanity breathes a collective sigh of relief, and watches in wonder as the fiery shrapnel falls around the world, as if they were fireworks in celebration of the end of the War.<br />
<br />
What will become of XCOM, and of the soldiers altered by cybernetics, genetics, and psionics? And of any remnants of EXALT that may still be in hiding, and any alien or their ships that may yet hide in the void between the stars? Only time will tell...<br />
<br />
<br />
* ......... [https://twitter.com/SolomonJake/status/535236820221841410 the] [https://twitter.com/SolomonJake/status/535237147679547393 New] [https://twitter.com/SolomonJake/status/535237896257937409 One] [https://twitter.com/SolomonJake/status/535238816005890048 lives.]<br />
<br />
==See Also==<br />
* [[Storyline (EU2012)|Storyline]]<br />
* [[Strategy (EU2012)|Strategy]]<br />
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[[Category:Strategy Guide (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&diff=96683Friends in Low Places (EU2012)2020-09-01T14:21:39Z<p>Miteusz: there is no such choice screen in EW, you have to enable Slingshot DLC while starting a new game</p>
<hr />
<div>== Description ==<br />
Friends in Low Places is a Council [[Missions_(EU2012)#Escort|escort]] [[Missions_(EU2012)|mission]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. You will be given a screen choosing to accept the Slingshot missions or a random Council Mission. Every time a council mission is offered if you do not accept the mission will also include this choice. However if you choose this mission, the next two council missions on EU (there is no such choice screen in EW, you have to enable Slingshot DLC while starting a new game) will be replaced with [[Confounding Light (EU2012)|Confounding Light]] and [[Gangplank (EU2012)|Gangplank]] respectively.<br />
<br />
'''Mission Objectives:'''<br />
*Escort the target to the extraction point.<br />
**Protect the target at all costs.<br />
* Eliminate any remaining hostiles.<br />
<br />
== Start ==<br />
[[File:FILP_Brief.png|center|300px]]<br />
== Tactics ==<br />
Enemy force is only partially present on the map at the start of the mission. As [[Shaojie_Zhang_(EU2012)|Zhang]] advances across the map additional enemies (the [[Alien_Life_Forms_(EU2012)|alien]] forces in encountered in this mission consist primarily of [[Sectoid_(EU2012)|Sectoids]] and [[Thin_Man_(EU2012)|Thin Men]] plus a solitary [[Chryssalid_(EU2012)|Chryssalid]]* will drop into the map, typically on elevated positions in sight of Zhang. The newly spawned enemies typically use [[Overwatch_(EU2012)|Overwatch]] as their first action. Their entrance counts as movement, and [[XCOM_(EU2012)|XCOM]] [[Soldiers_(EU2012)|soldiers]] on Overwatch will react with fire often eliminating the enemy before they can become a real problem.<br><br />
Zhang has 4 health and Head Down ability. He should be shielded from enemy fire and avoid burning vehicles at all costs.<br />
:<nowiki>*</nowiki> The Chryssalid is replaced with a [[Muton (EU2012)|Muton]] on Impossible in EU, Classic and Impossible in EW, and if the mission is under taken later on into the game.<br />
<br />
== End ==<br />
[[File:FILP_end.png|center|300px]]<br />
Additionally, completing the mission rewards the player with the "New Friend" [[Achievements_(EU2012)|Achievement]] and Zhang will join XCOM as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. As a Lieutenant, Zhang will likely outrank other soldiers at this point, meaning he will have a superior number of abilities and will unlock additional upgrades at the [[OTS_(EU2012)|Officer Training School]]. Unfortunately Zhang does not have any customization available (can't change his armor decoration or color) on the regular Slingshot DLC. But in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] it is possible customize his armor color and decoration.<br />
<br />
==See Also==<br />
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]<br />
* [[Low Friends (EU2012)|Low Friends (Map)]]<br />
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[[Category: Slingshot DLC (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Overviews_of_Aliens_(EU2012)&diff=96682Overviews of Aliens (EU2012)2020-09-01T12:46:47Z<p>Miteusz: Killing Cyberdisc with explosives still grants you its wreck.</p>
<hr />
<div>==[[Sectoid_(EU2012)|Sectoid]]==<br />
[[File:Sectoid (EU2012).jpg|thumb]]<br />
Sectoids are the first enemy you will meet. They are a low HP unit with a weak ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some limited psionics in the form of Mind Merge. 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 will & increased critical hit chance.<br />
<br />
Killing a sectoid will leave behind 2x weapon fragments.<br />
<br />
Sectoid Soldiers are basic alien peons. They use Mind Merge to try and make up for their shortcomings. However, their reliance on the mind merge ability makes them potentially vulnerable because killing the Sectoid performing the merge will also kill the one receiving it, giving an opportunity for a double kill (the soldier will receive the kill count and EXP for both).<br />
<br />
The Sectoid and their Commanders are the only source of the useful Plasma Pistol (once captured, you can then research and manufacture them yourself), and if you wish for a full armament, recovery is required before both Sectoid breeds are phased out of front-line combat. Capturing and interrogating a Sectoid Soldier will provide a bonus to laser weapon research.<br />
<br />
As cannon fodder for all but in the beginning of Impossible difficulty, Sectoids begin to be phased out a few months into the campaign. The only exception is the Council Mission at the truck stop (the Spokesman will mention "a truck carrying unusual cargo"), which can appear at any time.<br />
<br />
==[[Thin Man (EU2012) | Thin Man]]==<br />
[[File:Thin Man (EU2012).png|right|thumb|]]<br />
<br />
Thin Men use a Light Plasma Rifle, which does much higher damage than a Sectoid's Plasma Pistol. On Classic try to make sure your troops have enough HP to not be one-shot by a lucky hit. Thin Men's high movement means you have to be very careful of flanks from them. If they have a low hit chance they will often use Poison Spit for a guaranteed hit, which will do 3 damage over 3 turns and wreck your soldier's aim. If they have a low hit chance on a soldier equipped with a Medikit or wearing Titan Armor, they will often use suppression on that soldier to reduce that soldier's aim for the turn. While their HP is nothing remarkable, it is enough to survive a grenade on Classic. Finally, beware of their leap ability, which they can surprise rooftop snipers with. Be careful when fighting around a building where you don't have the roof covered because Thin Men can leap on to the roof and then drop in for a flank on the next turn.<br />
<br />
The Council Missions will almost exclusively be Thin Men, so before engaging these missions, it is recommended to give your troops either Medikits or Titan Armor, both of which will make them never use posion spit (though it is also a decent strategy with more armored/high HP soldiers to be spat at, making Thin Men 'waste a turn' on what will only end up being 3 points of damage. However, since the spit attack rarely, if ever, misses, they probably will not leave cover for this). In the Escort and Bomb Disposal missions, Thin Men will periodically appear in the mission area. They will drop out of the sky (the game will show you where even if you can't see it) and then immediately go on overwatch. Dropping in counts as a move, so any troops on overwatch who see a Thin Man appear will take a shot (though on rare occasion where only one drops during Alien Activity, this may not happen). They will also appear in all Asset Recovery missions, save for the helicopter crash (which will be all Mutons) and the one at the truck stop (all Sectoids). In all other missions, they will appear for most of the game, but will apper less and less once Mutons and their iterations seem to replace them.<br />
<br />
Their capture yields Light Plasma Rifles, which themselves are arguably the best weapon for fighting Thin Men (damage is sufficient, and the +10 Aim is helpful, as a Thin Man's high move rate means they are almost never out of cover once a squad is activated). The subsequent interrogation reduces time for UFO Tech research, which directly helps in researching/building for the Firestorm interceptor, and indirectly with late-game armor, several Foundry projects, the EMP Interceptor weapon (and thus, sellable and useable reasources), and the Satellite Nexus.<br />
<br />
As Council Missions will always appear about once a month, and with their low HP and damage rates, Thin Men-infested Council Missions are excellent places to train new Psionic soldiers, as Mind Fray is a very accurate one-shot kill on anything but Impossible difficulty.<br />
<br />
'''V.I.P. Escort'''<br />
In V.I.P. escort missions Thin Men will aim for the target you are trying to extract, regardless of whether or not there is an XCOM escort soldier at their side. As well as regular groups seeded on the map, extra Thin Men will periodically drop out of the sky on you on your way back-- but only as the VIP moves, so you can place your troops ahead of time to intercept. Be sure to scout with soldiers before moving the V.I.P. to the Skyranger; the entire mission will be a bust if the V.I.P. dies. They don't appear to ever use their Poison Spit attack on the V.I.P., even though with their 3 HP (on all difficulties- only with Damage Roulette activated might a VIP have a chance of surviving a hit from a Plasma shot), it would be sufficient to kill them, or force your soldiers to potentially move out of cover to heal them. Fortunatley, they will only begin to target the VIP once you have reached them and are able to control them.<br />
<br />
'''Bomb Disposal'''<br />
In bomb disposal operations, it is not rare to see an entire alien force consisting of purely Thin Men, though there may be Sectoids in the first or second month. Some thin men will venture away from the main bomb and protect its power sources but you will find the highest concentration of Thin Men protecting the bomb. Just be sure to quickly dispatch the Thin Men before the bomb goes off and deactivate it. More Thin Men will drop down from the sky after disarming the bomb, so if you have time, take up defensive positions and go on overwatch before deactivating it.<br />
<br />
'''Asset Recovery'''<br />
Notable in that maps include a reversal of several escort maps, such as the pier and the Astronomy/Monitoring Station. Additionally, these mission will only be non-wandering Seeded groups, allowing you to take your time moving through the map. Lastly, you do not need to actually find the Mission's asset (Astronomy Station: telescope. Truck Stop: hidden inside the last 16-wheeler is a big metal... something. Pier: crates inside the last building. Highway: crashed helicopter, just outside the acessable area, at the far end of the map) to win, merely kill all aliens.<br />
<br />
==[[Outsider (EU2012)|Outsider]]==<br />
[[File:Outsider (EU2012).jpg|right|thumb]]<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commanders after you assault the alien base.<br />
<br />
==[[Floater (EU2012)| Floater]]==<br />
[[File:Floater (EU2012).png|thumb]]<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 while flying. They can be especially dangerous to Snipers.<br />
<br />
If there are Floaters you know to be lurking around, consider a few turns of overwatch from your entire squad. Floaters of all kinds are very rash and will fly recklessly into ambushes. They are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly unlucky.)<br />
<br />
If a Floater or a group of Floaters decide to drop in behind you during a battle with other alien ground troops, move your soldiers to deal with the Floaters first instead as their flanking positions will give them better aim than any other aliens you may be fighting.<br />
<br />
They carry Light Plasma Rifles early on, and may change to Plasma Rifles, changing the +10 Aim for more damage. Depending on your luck of getting hit at all, this may be good or bad for you. Even once Heavy Floaters appear, they will still make regular appearances, though less and less as time goes on. The interrogation of the normal Floater reduces research time for Carapace Armor and the Skeleton Suit. While less of a priority on easier difficulties, this may be an early necessity on Impossible difficulty, as the penalties to you and the bonuses to the aliens make it a certainty that you will not kill all aliens in the first round of engagement, and your soldiers will be hit in return.<br />
<br />
==[[Chryssalid (EU2012)|Chryssalid]]==<br />
[[File:Chryssalid.png|right|thumb]]<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. Chryssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.<br />
<br />
A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.<br />
<br />
They appear on Terror Missions, later UFOs, the Alien Base (if you've already had the first Terror Mission: if not, they will not appear) --- and fortunately NOT on Council Missions, like VIP Escort (save for one when escorting Zhang and another on the special Battleship, both in the Slingshot DLC).<br />
<br />
Chryssalids have good HP for when you first encounter them, but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. Nonetheless, trying to kill Chryssalids with conventional weapons is difficult, making developing laser or light plasma weapons before your first terror mission a good idea.<br />
<br />
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits. They have no long-range attacks, so as long as you are out of attack range, you might risk getting out of cover to get a clear shot, if it means downing it that much faster.<br />
<br />
As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.<br />
<br />
Concentrated attacks will be your tactic for their first appearance (which fortunately only has 3, and will stay that way if you move fast). Snipers with Headshot, Assaults with shotgun-type weapons (especially when at point-blank with Rapid Fire), and Heavies (especially with bullet storm, just in case) can kill them in one move, and a Heavy with a Blaster Launcher can 1-Hit Kill a whole squad. Your Support troopers are thus most at risk, as their best weapon, the Plasma Rifle, may leave Chryssalids at 1 health (still 1 too many). For them, Ghost Armor's Ghost mode is the best bet, as either it will kill with a critical hit, or a miss lets them remain invisible (in which case, at least a cloaked Support will remain unharmed, allow you to monitor the Chryssalid's actions, and they can spot for Snipers with Squadsight).<br />
<br />
If you're clever and lucky, what you can do is if an activated squad of them stays in proximity to each other, is whittle them down with regular attacks, and have a low-ranking soldier finish them all off with a(n alien) grenade; certainly worth a promotion.<br />
<br />
As a note, Chryssalids have no artifacts of value save for their cold dead bodies. Therefore, you should not hesitate to use explosives on them, and this can be a lifesaver if you've been a little neglectful on your research and find yourself facing down a host of Chryssalids with sub-par weaponry.<br />
<br />
Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens' turn and can move and attack immediately after emerging. This can be a nasty surprise if you've not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily. You are given warning at the end of the Zombie's third move: if it ends with vomiting a massive amount of blood, then that is the tell that it will burst into a Chryssalid at the start of the next Alien Action.<br />
<br />
Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers. In fact, some Commanders find it worthwhile to use explosives to kill ''the civilians'' within a Chryssalid's range, rather than risk a zombie, with powerful melee, that may survive long enough to form another Chryssalid. And, since civilians have only 1 HP, a Chryssalid may ignore a trooper that may survive an attack, and prioritize attacking civilians (as do most aliens during Terror Missions). So if there are equal or more civilians than Chryssalids between you and these insectoid horrors, opening fire is the most worthwhile action.<br />
<br />
Chryssalids are at their most dangerous in enclosed spaces such as UFOs and the alien base. Rounding a corner or opening a door and seeing Chryssalids immediately behind it can be very difficult to handle, as they will immediately charge next to your soldier with their free move, who with only one action left can't possibly run far enough away to be safe from them - your only choice is to kill the Chryssalids in one turn or face that soldier being caught and attacked. If you're exploring a structure and can hear Chryssalids, you may want to sit tight and overwatch for a few turns and hope that they come to you.<br />
<br />
[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers. Titan Armor further reduces risk of death (and another zombie to your now-reduced forces), as well as prevents poisoning.<br />
<br />
Chryssalids have high will so they are resistant to psionic attacks. Avoid using psionic powers against them.<br />
<br />
==[[Muton (EU2012)| Muton]]==<br />
[[File:Muton (EU2012).png|right|thumb]]<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. They are the aliens' version of XCOM's Heavy/Assault class and will aggressively use tactics such as Flanking, Overwatch or Suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.<br />
<br />
The main assault force of the alien collective, their corpses are the most expendable for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, '''never''' have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.<br />
<br />
Once the first Mutons appear, they will almost always be found in all missions, and you may find UFOs as large as Abductors staffed only by Mutons (besides the commander alien). When Berserkers appear, they will often be accompanied with one or two regular Mutons, and fortunately not with other Berserkers in the same squad-- though if you encounter one Berserker in a mission, odds are that one of the other Muton squads will have another.<br />
<br />
Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the "reload" timer of MC on the Controlling trooper's Ability tiles: if it reads '''T-3''', that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don't want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already.<br />
<br />
Interrogating a Muton will give a bonus to plasma weapon research. Since a captured Muton will yield a Light Plasma Rifle, a bonus to research of that rifle and an Alien Grenade, a Muton is a good choice for a first capture target if you haven't made a capture before they appear.<br />
<br />
==[[Cyberdisc (EU2012)| Cyberdisc]]==<br />
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]<br />
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]<br />
<br />
When a Cyberdisc appears you should prioritise them over other aliens you may be fighting. The disc will likely charge in to your midst and take a flanking shot.<br />
<br />
Discs aren't very subtle, and will use their move when you first see them to charge at you. Try to burn them down on the turn you see them, because they are very fast and can often get a flank on their next turn unless you fall back. HEAT ammo Heavies can do heavy damage to Discs and the fact that they tend to fly high means your snipers will probably have a good shot immediately. A closed disc is Hardened, so is very difficult to crit, but otherwise is hit and damaged normally. When the Disc attacks it will open up in order to fire, making them more vulnerable. The cyberdisc will close up again on your turn when hit, so make sure to hit it with something high damage for the first shot to make the most of the opportunity for a critical.<br />
<br />
Also note that they do carry an Alien Grenade, so keep your troop's proximity to one another appropriately in mind.<br />
<br />
Drones only repair the Disc they spawned with for 3 HP, so as long as you kill the Disc quickly enough, Drones should be more of an annoyance than a serious problem. The drones usually start close to the Disc, so using a rocket on the group is a good way to take out the drones while also dealing damage to the Disc itself. A Cyberdisc's death explosion will also often destroy or damage its attendant drones. <br />
<br />
Interestingly, Cyberdiscs are fairly uncommon in Impossible difficulty: for as soon as Sectopods begin to appear, they will be launched en masse, making Cyberdisc appearances infrequent.<br />
<br />
Cyberdisc autopsy will give you access to the Tracking Module for your Interceptors, a one-use item that extends the amount of time of an air engagement. Not too necessary, as the only time you may require them is when attempting to take down Battleships or the Overseer UFO, and you have only one ready interceptor on that Continent (but, if you have two or more interceptors on a continent: the subsequent Interceptors can be launched when the previous one is either returning to base, or is destroyed, thus reducing the need of this item).<br />
<br />
==[[Drone (EU2012)|Drone]]==<br />
[[File:Drone (EU2012).jpg|right|thumb]]<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 />
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.<br />
<br />
There isn't much to fighting Drones. They have a pretty small frame so it may be difficult hitting them, though even if you miss they really can not do much in the way of retaliation. While not particularly dangerous, they take considerable time to destroy and can end up causing injury while your squad is preoccupied with bigger threats. <br />
<br />
Be advised that they will almost always appear alongside stronger robotic units such as Sectopods. This makes drones easy targets for rockets and grenades. Heavies with HEAT ammo in particular can destroy drones with a single grenade (on classic or below) or shredder rocket/alien grenade (on impossible). This makes it easier for the rest of your squad to focus on the heavier machines.<br />
<br />
They will repair their accompanying Cyberdisc/Sectopod for 3 HPs each time, and seem to only ever do so for their Cyberdisc/Sectopod, and not one another, nor any other spawned Cyberdiscs/Sectopods/Drones. Most of the time, they will stay near their Cyberdisc/Sectopod, save for on Terror Missions, where their significant movement will make short work of many civilians in each turn if not quickly taken out (often while you're busy engaging their Disc/Pod). They do tend to make repairing the main unit a higher priority than attacking, though.<br />
<br />
'''Hacking Mechanics & Hacked Tactics'''<br />
<br />
You will need the Foundry, the Drone autopsy completed, and some of their wreckage for the Foundry Project (don't worry, you'll be destroying plenty of them), and, once all that is complete, a soldier equipped with an Arc Thrower. The biggest danger is that Drones will almost always be in the company of Cyberdiscs (which may kill the drones upon ''their'' death), or Sectopods (which if you rely on Heavies with rockets and the HEAT ability to destroy, you might destroy the drones in the process).<br />
<br />
Unlike with capturing aliens, damaging them first is not required (and is not desirable in this case), and has a 100% success rate. Fortunately for your troopers, the range to hack is several tiles larger than an attempted stun. Once Hacked, you have full control of them for the rest of the mission, and they will effectively be counted as additional troopers (and thus, excellent for Snipers with Squadsight), for as many Drones (and Arc Thrower uses) as there are left. Hacking may be most worthwhile in Impossible difficulty, when their 7 HP may help them survive an attack or two. Getting two or more is ideal, as you can use them to heal one another indefinitely. As they can fly, their best use is as scouts/distractions, flying high above an alien; which if it tries to fire in retaliation, may have a high chance of missing the shot. Their own meager shot attack can still help whittle aliens down, and is useful to assist in corralling Berserkers. Lastly, having 1 or 2 Drones following and supporting/repairing (their repair beam has a very large range) your own S.H.I.V.s makes for a near-indestructible force, and is deliciously ironic.<br />
<br />
They can not use cover. When the mission ends, they are apparently dismantled for the Weapon Fragments and Alien Alloys, and will not be available for further deployment.<br />
<br />
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==<br />
[[Image:Sectoid Commander (EU2012).png|right|125px|thumb]]<br />
Sectoid Commanders have much more health than normal Sectoids and better aim with their plasma pistols, but their true danger is their much stronger psionic abilities.<br />
<br />
These elite leaders of the Sectoid race have the ability to Mind Control your troops for three turns. Sectoid Commanders will be the first aliens you encounter with "proper" psionic attacks. Sectoid Commanders first appear in the alien base, and will replace Outsiders as UFO commanders after the alien base is destroyed. Sectoid Commanders will be replaced by Ethereals once you assault the Overseer UFO.<br />
<br />
Generally when one of your soldiers is mind controlled your best bet is to kill or stun the Commander as quickly as possible to release them, possibly disabling the soldier with disabling shot or suppression while you do it. Mind Control has a three turn duration and five turn cooldown, so you can try to retreat until the effect wears off, at which point you'll have two turns grace before the commander can MC again. In extreme circumstances you can kill the controlled soldier.<br />
<br />
Since the Sectoid Commander has only a plasma pistol, Alloy and Hover S.H.I.V.s can attack them almost with impunity. If you find Sectoid Commanders alone (which is often the case unless they're escorting Mechtoids) a S.H.I.V can quite safely take them out, at the cost of some repair time afterwards. In practice however, it's usually superior to attack them with your whole squad and kill them quickly.<br />
<br />
Sectoid Commanders can also perform a Mass Mind Merge, giving the benefits of Mind Merge to all Sectoid soldiers near the commander. Sectoid Commanders will rarely use this ability, preferring to Mind Control your troops instead given the chance. Also, unless you assault the alien base quite early, Sectoid soldiers will likely have been mostly phased out by the time you encounter Sectoid Commanders.<br />
<br />
Researching the creature's corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude. Capturing a Commander will give a bonus to psionics research. Sectoids and Sectoid Commanders are the only source of the Plasma Pistol, so if you want these and didn't capture a Sectoid Soldier before they were phased out, be sure to capture a Commander before assaulting the Overseer UFO.<br />
<br />
==[[Berserker (EU2012)|Berserker]]==<br />
[[File:Muton Berserker (EU2012).jpg|right|thumb]]<br />
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. Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons.<br />
<br />
Berserkers do much more damage than their regular Muton brethren, so you should make killing them a high priority. Their distinctive Bloodlust ability is a double edged sword, and "managing" it is essential to beating them. Attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range. As such, if a Berserker is far enough off to be unable to melee you next turn, you should avoid hitting it unless you're prepared to focus fire and kill it in that turn. Bloodlust does not activate when hit by overwatch fire.<br />
<br />
Note that unlike most Mutons, Berserkers are very resistant to psionic attacks. Do not expect much success when trying to flay their minds unless your soldier is equipped with [[Psi Armor (EU2012)|Psi Armor]] and a [[Mind Shield (EU2012)|Mind Shield]]. However, if you can successfully Mindfray a Berserker; the massive loss to it's move greatly weakens its threat level.<br />
<br />
Unlike Chryssalids, Berserkers do not have the Leap ability, so soldiers in inaccessible elevated positions can fire on them with impunity. For example: standing on the upper tile landing of a drainpipe, ladder, or Elevator Beam will block access to it, and leave the Beserker helpless at the bottom.<br />
<br />
However, like Chryssalids, they have no artifacts save for their cold, dead bodies, so blowing them up will not hamper your research efforts in any way.<br />
<br />
==[[Heavy Floater (EU2012)|Heavy Floater]]==<br />
[[File:Heavy Floater (EU2012).png|right|thumb]]<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 />
Their skill and efficiency is at a margin far higher than that of their little brothers. They have a large amount of health and carry much better weaponry than Floater Soldiers, doing double the damage to us and receiving half the damage when compared to regular Floaters. They carry Alien Grenades, so keep troop position in mind.<br />
<br />
Thankfully they appear very late game, and by then we should have deadly plasma weaponry of our own. Apply the tactics you would use against regular Floaters, but expect a tougher battle.<br />
<br />
==[[Sectopod (EU2012)| Sectopod]]==<br />
[[File:Sectopod (EU2012).jpg|right|thumb]]<br />
All of the Sectopod's weapons do area effect damage, so make sure your squad is spread out in order to minimize the damage it causes. Even if an attack from them misses there is still a huge chance it will take out your cover. This makes having two soldiers directly next to each other almost guaranteed disaster, because the Sectopod can fire at one, destroy their cover and fire at the other with no cover bonus. Be sure that any front line soldiers are backed up by Snipers or Heavies.<br />
<br />
The Sectopod's overwatch is enabled for each turn it fires its main cannon. In particular this means a Sectopod will not overwatch fire on you immediately after you see it, or on a turn its preparing a Cluster Bomb.<br />
<br />
Heavies in particular are brilliant Sectopod hunters. Their HEAT ammo power makes their weapons far more effective against Sectopods. The HEAT ammo also applies to rockets and the Blaster Launcher. A hit from either with HEAT Ammo does 16 or 24 points of damage to Sectopods. A HEAT ammo Bullet Swarm Heavy with a Heavy Plasma can kill a Sectopod in one turn.<br />
<br />
After you get Ghost Armor just send a pair of Assaults equipped with it, together with Rapid Fire and Alloy Cannons - you'll need to either hit all 4 shots or get at least 1 critical hit though to kill it. Alternatively, Lightning Reflexes can also replace Ghost Armor to avoid the Sectopod's powerful Overwatch weapon. With Damage Roulette, an Alloy Shotgun, the right abilities, and a hell of a lot of luck, it is possible to "One shot" (rapidfire, but still 1 move) a Sectopod, even on Impossible.<br />
<br />
Use suppression to make their attacks less accurate, it will help a bunch. Snipers may also use disabling shot against their weapons. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.<br />
<br />
Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended: an excellent tactic is to MC an alien with high move (like a Heavy Floater) or high HP (like a Berserker Muton), and have them stand point-blank right next to the Sectopod. Since it ignores cover anyways, it will not move before firing it's chest cannon. Since the MC'ed alien will receive a full blast out of cover, it will likely receive and die of heavy Critical damage. As the Chest Cannon does splash damage, the Sectopod will ''also'' receive heavy Critical damage.<br />
<br />
If you see Cluster Bomb being prepared, kill the Sectopod quickly or reposition. While Cluster Bomb takes a turn to charge and fires on the aliens' next turn, the Sectopod can move and fire after firing the cluster bomb on that turn. Cluster Bomb has no range limit and can be fired if another alien sees you (like sniper's squad sight, except it doesn't need a line of sight). This means after triggering a Sectopod it should be your first priority, because if you retreat out of its sight range to deal with other aliens first you'll find cluster bombs raining down on you (and without being able to see the Sectopod you can't tell when or where they're coming). While a bit difficult to predict, there are some rare cover situations where the Cluster Bomb can actually be ignored: if cover will intercept all the bombs beforehand (ie, the targeted trooper is indoors, while the 'Pod is outside, they will explode harmlessly on the roof). A Flying unit might also be targeted, only to have the bombs pass harmlessly around them.<br />
<br />
Note that, even though their death animation includes a massive explosion, it is not a ''damaging'' explosion, like the Cyberdisc's death, and thus, their drones may still be a problem (if a minor one at that) if not taken out the same turn.<br />
<br />
==[[Elite Muton (EU2012)|Elite Muton]]==<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they're allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.<br />
<br />
Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton. Muton Elites, combining their innate defense bonus with the ability to use cover are some of the toughest units in the game to take down.<br />
<br />
They use devastating heavy plasma rifles and carry grenades like regular Mutons, but with their Bombard ability they can fling their grenades great distances. It pays to have a sniper nearby to provide accurate fire upon them. Using explosives will bypass their defense bonus. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle. Squads of Muton Elites will not contain Berserkers.<br />
<br />
Elites are hardly more resistant to psionic attacks than normal Muton troopers, so feel free to add their strength to your own through mind control. Muton Elites' high defense means you may have better luck using Mind Fray on them than trying to shoot them unless you can flank. A Muton Elite guarding an Ethereal is a prime choice for a Mind Control attack, as the Ethereal's next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use, and Council sales requests of them often exceed your monthly paycheck.<br />
<br />
==[[Ethereal (EU2012)|Ethereal]]==<br />
[[File:2012-10-14 00005.jpg|right|thumb]]<br />
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.<br />
<br />
Ethereals are entirely absent from the game until you assault the Overseer UFO, at which point they will always be found at the helm of a UFO. You will only ever face one Ethereal at a time and they will never wander from their spawn positions until provoked. This gives you ample time to prepare for the fight beforehand, like by using Psionic Inspiration and other beneficial abilities before engaging the Ethereal. Just be sure you have neutralised any other wandering aliens before attacking them. Make sure everyone has a full weapon and a meaningful turn to work with. When you discover the Ethereal you should take control of the Muton Elites guarding it if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.<br />
<br />
To be able to successfully use Psionics against an Ethereal you will need a soldier with a ''very'' high Will rating, which can achieved through the use of [[Psi Armor (EU2012)|Psi Armor]], [[Mind Shield (EU2012)|Mind Shields]], and the '''Psi Inspiration''' buff, otherwise it has a very high chance to fail. Successfully Mind Fraying the Ethereal (itself a challenge, but much less than the Mind Control) before attempting the MC will also help. With some or all of those it can be possible to mind control an Ethereal, which is required for the "Xavier" Achievement. Given the difficulty and preparation required, using psionics on Ethereals is impractical for purposes other than the achievement.<br />
<br />
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon's normal damage.<br />
<br />
A squad at full capacity shooting at the Ethereal will usually be enough to bring it down in one turn, though if you're unlucky on reflects it can survive even that.<br />
<br />
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==<br />
[[File:Высший Эфириал.jpg|right|thumb]]<br />
Same as the Ethereal, but with higher stats and reflection chance.<br />
<br><br><br><br><br><br />
{{Aliens (EU2012)}}<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&diff=96662Chance to Hit (EU2012)2020-08-31T11:38:55Z<p>Miteusz: Even if your soldier have to sidestep to shot an enemy, distance between him and enemy is calculated regarding to his position in cover, not sidestepped position.</p>
<hr />
<div>{{tocleft}}[[Image:SCOPE_bonus_stack.jpg|right|thumb|250px|An example of the shot info display.]]In ''[[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]'', the [[Gameplay_Mechanics_(EU2012)|game mechanic]] that determines whether any given shot will land on your target is based on the sum total of a number of variables. Some work for you, some work against you, but all are additive: if you're told that shiny new rifle gives you a +10% Aim, then indeed your final chance to hit simply goes up from eg 65% to 75% when using it. The chance to score a [[Critical_Hits_(EU2012)|critical hit]] is calculated in much the same way.<br />
<br />
'''Aim''' (or '''Attack''') is the base statistic each unit has which accounts for the bulk of its accuracy in battle. For [[Soldiers (EU2012)|XCOM soldiers]], this goes up at a set rate based on [[Soldiers_(EU2012)#Ranks|rank]] and [[Classes_(EU2012)|class]], whereas for [[Alien_Life_Forms_(EU2012)|aliens]] it's determined by their race and the [[Difficulty_(EU2012)|difficulty level]].<br />
<br />
'''Defence''', on the other hand, is the statistic which lowers each unit's chance to ''be'' hit. Your units may improve their base defence stat pre-battle by donning certain forms of [[Armor_(EU2012)|armour]] (keeping in mind that most only grant additional health points, lessening the ''effects'' of damage, rather than your chance to avoid it altogether). Some alien races have an innate defensive bonus which is increased on higher difficulties.<br />
<br />
In addition, units may source additional aim/defence bonuses from [[#Solder Stats|soldier perks]], [[#Other Factors|terrain factors]] and [[#Equipment|equipment]], [[Cover_(EU2012)|cover]] being one of the most important examples.<br />
<br />
Just before OK'ing a shot on your target, you may select "More Info" within the game's HUD to see a list of which modifiers would apply to it.<br />
<br />
<br clear="all"><br />
<br />
==Chance to Hit Calculation==<br />
The actual formula [http://forums.nexusmods.com/index.php?/topic/1464650-long-war-3-ew-beta-feedback/page-241#entry13574005] seems to be: <br />
<br />
Aim (unit stat + modifiers) - Defence (unit stat + modifiers) = total (clamped to 1%, if negative) + range modifier = final result<br />
<br />
This formula explains the oddities of when units get hit while hunkered down in full cover, since it is impossible to completely miss a shot due to the clamp. The later addition of the range bonus after the aim/defence values are calculated also makes it more likely to get a hit, if the shooter is close to the target. <br />
<br />
==Soldier Stats==<br />
A typical XCOM rookie starts off with a flat 65 Aim stat. Generally, as their [[Soldiers_(EU2012)#Ranks|rank]] improves, they gain additional points at a static rate (that is to say, a Lieutenant Sniper will always have an Aim stat of 84). [[Second_Wave_(EU2012)|Second Wave]] options can instead be used to mix up the abilities of your ranks - ''"Not Created Equally"'' has them start with an aim stat of somewhere from 55 to 80, whereas ''"Hidden Potential"'' randomises their gains.<br />
<br />
The [[DLC (EU2012)|DLC]] unit [[Shaojie Zhang (EU2012)|Shaojie Zhang]] has an extra +5 Aim relative to other non-[[Second_Wave_(EU2012)|Second Wave]] affected heavies. [[Hero (EU2012)|Heroes]] may also exceed the norm ([[Ken Levine (EU2012)|Ken Levine]] in particular clocks in with a massive score of 200, nearly double the usual potential of his sniper class!).<br />
<br />
In addition to their base stats, each [[Classes_(EU2012)|class]] may choose from a variety of perks which can potentially improve accuracy, decrease it in exchange for another bonus, raise their defence, or affect the aim/defence values of other units in play:<br />
<br />
{| class="wikitable" width="100%"<br />
|-<br />
!<br />
===[[File: CLASS ASSAULT.png|left|24px]]'''[[Assault (EU2012)|Assaults]]'''===<br />
|-<br />
|The [[Assault (EU2012)|Assault]] class sports moderate accuracy, but their shotguns grant huge bonuses at near range - and they're very good at closing the distance. At distances further than ten tiles, their pistols (or perhaps rifles, if equipped) make for more reliable damage, albeit somewhat reduced in power. They can acquire abilities that improve their defence when up in the alien's faces.<br />
<br />
<center><br />
{| class="wikitable" width="90%" style="text-align: center;"<br />
|- <br />
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains<br />
|-<br />
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 89 (+4) || ''+ 24''<br />
|-<br />
|}<br />
</center><br />
<br />
'''Related abilities:'''<br />
*<font color=green>Flush</font>: Reduced [[Damage_(EU2012)|damage]] for a +30% aim (also forces the target to move).<br />
*<font color=brown>Rapid Fire</font>: Two shots, but at a -15% aim penalty to each.<br />
*<font color=grey>Tactical Sense</font>: A +5% defensive bonus for every enemy unit that the assault can see (up to 20%).<br />
*<font color=blue>Aggression</font>: A +10% [[Critical_Hits_(EU2012)|crit chance]] bonus for every enemy unit that the assault can see (up to 30%).<br />
*<font color=blue>Close & Personal</font>: Up to a +30% [[Critical_Hits_(EU2012)|crit chance]] bonus depending on the distance to the target ''(what distances for what bonuses?)''<br />
|}<br />
<br />
<br />
{| class="wikitable" width="100%"<br />
|-<br />
!<br />
===[[File: CLASS HEAVY.png|left|24px]]'''[[Heavy (EU2012)|Heavies]]'''===<br />
|-<br />
|[[Heavy (EU2012)|Heavies]] have very poor aim compared to other classes, but make up for it with a number of abilities which ignore the stat, and at close range their accuracy improves somewhat. Their rockets always have at least a 90% chance to strike their targets, and having them open up on your enemies first can often result in them destroying alien [[Cover_(EU2012)|cover]] or granting other accuracy benefits to their squad-mates (whether the heavies themselves manage to hit or not).<br />
<br />
<center><br />
{| class="wikitable" width="90%" style="text-align: center;"<br />
|- <br />
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains<br />
|-<br />
| 67 (+2) || 68 (+1) || 69 (+1) || 70 (+1) || 71 (+1) || 73 (+2) || 75 (+2) || ''+10''<br />
|-<br />
|}<br />
</center><br />
<br />
'''Related abilities:'''<br />
*<font color=green>Holo-Targeting</font>: +10% aim to all other allied fire on the target until next turn.<br />
*<font color=grey>Suppression</font>: The [[Suppression_(EU2012)|Suppression]] ability inflicts a -30% to the target's aim until next turn or until the heavy is damaged. If Danger Zone is taken it can affect multiple units close to the target, and with Mayhem, it also deals slight (but guaranteed) damage.<br />
|}<br />
<br />
<br />
{| class="wikitable" width="100%"<br />
|-<br />
!<br />
===[[File: CLASS SNIPER.png|left|24px]]'''[[Sniper (EU2012)|Snipers]]'''===<br />
|-<br />
|[[Sniper (EU2012)|Snipers]] gain no accuracy bonuses from their high-powered rifles, and in fact take a ''penalty'' if they try to use them at close range (pistols have a better chance to hit at distances less than ten tiles). However, their innate accuracy stats are through the roof, and optional abilities at higher ranks may push them even higher.<br />
<br />
<center><br />
{| class="wikitable" width="90%" style="text-align: center;"<br />
|- <br />
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains<br />
|-<br />
| 75 (+10) || 78 (+3) || 81 (+3) || 84 (+3) || 88 (+4) || 95 (+7) || 105 (+10) || ''+ 40''<br />
|-<br />
|}<br />
</center><br />
<br />
'''Related abilities:'''<br />
*<font color=green>Damn Good Ground</font>: A passive +10% aim ''and'' defence while above the target (even if flying by way of [[Archangel_Armor_(EU2012)|Archangel Armour]]).<br />
*<font color=green>Executioner</font>: A passive +10% aim if the target has less than 50% health.<br />
*<font color=green>Opportunist</font>: Removes the aim penalty (and [[Critical_Hits_(EU2012)|crit]] restriction) from [[Overwatch_(EU2012)|Overwatch]] shots.<br />
*<font color=brown>Snap Shot</font>: Allows firing as a second action, but at a -20% aim penalty. On the Enemy Within DLC, the penalty has been reduced to -10. ''(Due to a bug, taking this perk applies this penalty to extra shots granted by Double Tap as well.)''<br />
*<font color=brown>Disabling Shot</font>: Shot empties the target's weapon, but at a -10% aim penalty.<br />
*<font color=grey>Low Profile</font>: The sniper receives a high cover bonus of +40% while in low cover, rather than the usual +20%.<br />
*<font color=grey>Headshot</font>: A +30% chance to [[Critical_Hits_(EU2012)|crit]].<br />
|}<br />
<br />
<br />
{| class="wikitable" width="100%"<br />
|-<br />
!<br />
<br />
===[[File: CLASS SUPPORT.png|left|24px]]'''[[Support (EU2012)|Supports]]'''===<br />
|-<br />
|[[Support (EU2012)|Supports]] are very "mid-range" in terms of accuracy, and their potential damage output isn't anything to brag about in comparison to other classes. It should be noted that regardless of range, the rifles and pistols available to them will typically each have the same chance to hit as the other (excluding any weapon-specific bonuses, such as that available to the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Foundry_(EU2012)|Foundry]]-upgraded pistols). Their smoke grenades can grant defence bonuses to units they cover.<br />
<br />
<center><br />
{| class="wikitable" width="90%" style="text-align: center;"<br />
|- <br />
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains<br />
|-<br />
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 90 (+5) || ''+ 25''<br />
|-<br />
|}<br />
</center><br />
<br />
'''Aim-related abilities:'''<br />
*<font color=green>Combat Drugs</font>: A passive bonus granting a +20% aim and +10% [[Critical_Hits_(EU2012)|crit chance]] bonus to units firing from within the support's smoke clouds.<br />
*<font color=grey>Smoke Grenade</font>: Creates a two-turn smoke cloud granting +20% defence to all units (friend or foe) within it.<br />
*<font color=grey>Rifle Suppression</font>: -30% to target's aim until next turn.<br />
*<font color=grey>Dense Smoke</font>: A passive bonus causing the support's smoke clouds to grant +40% defence instead of the regular 20%.<br />
|}<br />
<br />
==Alien Stats==<br />
[[Alien_Life_Forms_(EU2012)|Aliens]] are, for the most part, about on par with lower-ranked XCOM soldiers, though on [[Difficulty_(EU2012)|difficulty levels]] above normal they receive a +10 aim/crit bonus (and an extra +10 aim for [[Outsider (EU2012)|Outsider]]s and [[Muton (EU2012)#Muton Elite |Muton Elite]]s on Impossible).<br />
<br />
Many aliens have innate defensive bonuses, which XCOM solders require certain forms of [[Armor_(EU2012)|armour]] to acquire.<br />
<br />
Whilst some aliens wield the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] seen earlier on in the game (especially favoured by [[Thin Man (EU2012)|Thin Men]]) which, in XCOM hands confers an additional +10 bonus to its wielder, this does not apply to aliens. Those aliens which use melee attacks (the [[Chryssalid (EU2012)|Chryssalid]], the [[Zombie (EU2012)|Zombie]], and the [[Muton (EU2012)#Muton Berserker|Muton Berserker]]) never miss.<br />
<br />
[[Floater (EU2012)|Floaters]] in particular gain +20% defence whenever in flight. This can be circumvented if they're actually using real [[Cover (EU2012)|cover]] and you manage to [[Flanking (EU2012)|flank]] them.<br />
<br />
While it may seem strange that the slow and hulking [[Sectopod (EU2012)|Sectopod]] is somehow harder to hit than the fast and agile [[Thin Man (EU2012)|Thin Man]], bear in mind certain aliens - like your [[SHIV (EU2012)|SHIVs]] - cannot use cover.<br />
<br />
<center><br />
{| class="wikitable" width="75%" style="text-align: center;"<br />
|- <br />
! Name <br />
! Aim<br />
! Defence<br />
! Name<br />
! Aim<br />
! Defence<br />
|-<br />
![[Sectoid (EU2012)|Sectoid]]<br />
|65<br />
|0<br />
![[Outsider (EU2012)|Outsider]]<br />
|70<br />
|0<br />
|- <br />
![[Thin Man (EU2012)|Thin Man]]<br />
|65<br />
|0<br />
![[Floater (EU2012)|Floater]]<br />
|50<br />
|0<br />
|-<br />
![[Chryssalid (EU2012)|Chryssalid ]]<br />
|Melee<br />
|10*<br />
![[Muton (EU2012)|Muton]]<br />
|70<br />
|10<br />
|-<br />
![[Zombie (EU2012)|Zombie]]<br />
|Melee<br />
|0*<br />
![[Drone (EU2012)|Drone]]<br />
|60<br />
|10**<br />
|-<br />
![[Cyberdisc (EU2012)|Cyberdisc]]<br />
|70<br />
|10**<br />
![[Sectoid (EU2012)#Sectoid Commander |Sectoid Commander]]<br />
|85<br />
|20<br />
|-<br />
![[Muton (EU2012)#Muton Berserker|Muton Berserker]]<br />
|Melee<br />
|20<br />
![[Sectopod (EU2012)|Sectopod]]<br />
|80<br />
|30*<br />
|-<br />
![[Floater (EU2012)#Heavy Floater |Heavy Floater]]<br />
|70<br />
|10<br />
![[Muton (EU2012)#Muton Elite |Muton Elite]]<br />
|80<br />
|20<br />
|-<br />
![[Ethereal (EU2012)|Ethereal]]<br />
|n/a<br />
|40*<br />
![[Ethereal (EU2012)#Uber Ethereal|Uber Ethereal]]<br />
|n/a<br />
|40*<br />
|-<br />
|}<br />
<nowiki>*</nowiki> These units may not use cover for further defensive bonuses.<br><br />
<nowiki>**</nowiki> These units may not use cover for further defensive bonuses, but do however gain extra defense while in flight.<br />
</center><br />
<br />
==Equipment==<br />
There are three main types of equipment available to you that can affect accuracy: [[Weapons_(EU2012)|weapons]], [[Armor_(EU2012)|armour]] and [[Engineering_(EU2012)#Build_Items|items]].<br />
<br />
Of all the guns you may equip, only ''one'' offers improved accuracy over others of its kind - the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], which adds +10% to any shots made with it. However, each ''class'' of weapon - shotguns, snipers, or "other" - handles accuracy differently [[#Weapon Range|depending on range]].<br />
<br />
The [[Foundry_(EU2012)|Foundry]] project [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] grants +10% to pistols aim.<br />
<br />
The main item to turn to when looking for a little extra reliability is the [[S.C.O.P.E._(EU2012)|S.C.O.P.E.]], which grants +10% aim to the primary weapon (and, with [[Foundry_(EU2012)#S.C.O.P.E._Upgrade|the right upgrade]], +10% [[Critical_Hits_(EU2012)|crit chance]]). [[#Heavies|Heavies]] in particular find this useful (due to their low base aim), but it's a solid choice for most any unit.<br />
<br />
The [[Arc_Thrower_(EU2012)|Arc Thrower]] is notable in that it's not considered a weapon, and uses entirely different aiming mechanics - its chance to hit depends only on the health of the target. Explosive weapons are another exception, in that they always hit everything within their blast radius - for those, a "miss" constitutes somehow firing them in an entirely different direction to where they were aimed.<br />
<br />
Conversely, some forms of armor can allow you to raise your defence, reducing the chance of alien shots landing. While all types grant additional hit points, [[Skeleton_Suit_(EU2012)|Skeleton Suits]] and [[Psi_Armor_(EU2012)|Psi Armour]] grant +10% defence to the wearer at all times, whilst [[Ghost_Armor_(EU2012)|Ghost Armor]] gives +20% even without cloaking.<br />
<br />
In fact, when you consider that Skeleton Suits also grant additional movement points and the grapple - and are actually cheaper to produce than [[Carapace_Armor_(EU2012)|Carapace Armour]] - they may be the better choice for your units regardless of class. Its one deficit is a single less hit point.<br />
<br />
Contrary to its item description, [[Archangel_Armor_(EU2012)|Archangel Armour]] ''does'' grant bonuses to units in the air. Taking to the air above your opponents grants the usual +20% aim height bonus against them, but also grants low cover bonus (+20% defence) from the armor's Evasion ability while in flight (same as with [[Floater (EU2012)|Floaters]] and other alien flying units), and for [[#Snipers|Snipers]], also triggers the Damn Good Ground perk - granting an additional +10% aim/defence. Airborne snipers can almost ignore enemies' high cover.<br />
<br />
==Weapon Range==<br />
An aim bonus may be granted based on the distance to the target, depending on the type of [[Weapons_(EU2012)|weapon]] used. For the purposes of determining this bonus, guns always fall into one of three different categories: shotguns, sniper rifles, or "everything else". <br />
<br />
Most - from the humble [[Pistol_(EU2012)|Pistol]] through to the legendary [[Heavy_Plasma_(EU2012)|Heavy Plasma]] - are treated the same in terms of accuracy. Have two soldiers at the same distance from your target, each'll get the same range bonus as the other. Such weapons may only receive range ''bonuses'' - if you're too far away to receive one (ten tiles or more), then there's no penalty.<br />
<br />
The rifles used by [[Sniper (EU2012)|Snipers]], on the other hand, are the reverse: being ''closer'' than ten tiles inflicts a ''penalty'', and moving further away simply lessens this until it goes away completely.<br />
<br />
The only weapon type that has access to a range bonus ''in addition'' to a penalty is the shotgun class used by [[Assault (EU2012)|Assault]]s. A distance of less than ten tiles sees their accuracy spike up quickly; but a distance ''further'' than ten tiles inflicts a penalty at the same rate (though oddly enough, ''no'' such penalty applies to their [[Damage (EU2012)|damage]] - ''if'' they happen to hit at long range, they'll be just as devastating as a point-blank blast to the face).<br />
<br />
The following formulas describe accuracy drop-off. Again, note that '''if the standard weapon bonus drops below 0, it's ignored, if the sniper penalty rises above 0 it's ignored, and the shotgun formula always applies'''. ''x'' and ''y'' describe the distance in tiles along each axis between the target and the shooter (i.e. Pythagoras is used to get the proper distance on any angle, so ten tiles in a straight line are about equal in distance to seven along a 45° angle). Final results are rounded down.<br />
<br />
<center><br />
{| class="wikitable"<br />
|- <br />
! Standard Guns <br />
! Shotgun Class<br />
! Sniper Class<br />
|-<br />
|[[Image:Standard_Accuracy_(EU2012).png]]<br />
|[[Image:Shotgun_Accuracy_(EU2012).png]]<br />
|[[Image:Sniper_Accuracy_(EU2012).png]]<br />
|-<br />
|}<br />
</center><br />
<br />
As an example, if standing directly next to your target (non diagonally) most guns get +37%, shotguns get +50%, and snipers take a -24% penalty. The bonus does indeed increase higher still if you manage to get your unit on the ''same'' tile as an enemy.<br />
<br />
In addition, a very slight fractional penalty may be applied depending on the ''direction'' the shot is coming from. For example, a soldier with a rifle sitting an exact two tiles away from an alien may have a 33% range bonus, but another soldier with the same weapon and at the same distance might only get a 32% bonus if he's on a 90° angle (it appears this is because the base bonus drops from 42 to 41.6 in such a case, though the reason for this is unknown).<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0Ak4bQY2TV98AdG9aeVVRR095T21RR1AzR1ZvZ1IxTVE#gid=0 A list of pre-calculated values for some ranges have been recorded here].<br />
<br />
''Note: The partial brackets used in the shotgun formula represent a floor operation, or to put it another way, "round this value down".''<br />
<br />
''Note 2: These formulas may not be 100% accurate.''<br />
<br />
''Note 3: Even if your soldier have to sidestep to shot an enemy, distance between him and enemy is calculated regarding to his position in cover, not sidestepped position.''<br />
<br />
==Terrain - Cover & Height==<br />
Aside from the aim/defence bonuses available to each unit through their own powers and abilities, the environment also plays a key part in determining chance to hit.<br />
<br />
One of your primary sources of defence - especially in the early game, before you can equip some decent [[Armor (EU2012)|armour]] - is [[Cover (EU2012)|cover]]. While understanding the full mechanics of cover is important (when it applies, how to circumvent it, and the risks of relying on it), for the purposes of accuracy the rules are that a half shield gives +20% defence, a full shield gives +40% defence, and if the firing unit has a [[Flanking (EU2012)|flank]] or the target has no cover at all, then the shooter instead gets a [[Critical_Hits_(EU2012)|crit chance]] bonus.<br />
<br />
If a flank isn't possible and the cover can't be removed, a good way to get around it is with the height bonus - a unit on higher ground gets +20% aim bonus against units on lower ground. [[Sniper (EU2012)|Snipers]] can add another +10% to aim and +10% to defense with the Damn Good Ground perk, this perk also works when flying much higher than the enemy. Most flying units (all except Hover S.H.I.V.s) possess Evasion ability which grants an equivalent of low cover (+20% defence) when flying, also making them immune to being flanked in the air.<br />
<br />
==Other Abilities==<br />
Use of the hunker down [[Abilities_(EU2012)#General Abilities/Penalties|ability]] (available to most units so long as they're in cover) doubles your cover ''and'' armour bonus, but doesn't apply to perk bonuses such as the [[Assault (EU2012)|Assault's]] Tactical Sense.<br />
<br />
The similar-sounding Head Down ability - only available to non-combatant units as their only action other than moving - grants +10% defence to that unit regardless as to whether they have cover or not.<br />
<br />
Finally, [[Overwatch (EU2012)|Overwatch]] shots are taken at a 0.7 accuracy modifier, further increased by another 0.7 modifier if the target is dashing. This is mitigated somewhat in that moving units don't get cover, but keep it in mind when setting up ambushes. Regarding the [[Support (EU2012)|Support's]] Covering Fire perk, which allows overwatch shots on units that are in cover, there's no indication if the game considers the unit's cover or not.<br />
<br />
==When The Game Cheats...==<br />
<br />
[http://forums.penny-arcade.com/discussion/comment/24637521/#Comment_24637521 It's been reported] that on [[Difficulty (EU2012)|difficulties]] below Classic, invisible adjustments may be placed on aim when you're low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don't show up on the shot info screen and aren't factored into the chance to hit the game shows you.<br />
<br />
<u>All of the below only apply if you have '''four soldiers''' or less in play:</u><br />
<br />
'''Easy & Normal modes'''<br />
* Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.<br />
* Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.<br />
<br />
'''Easy mode only'''<br />
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, ''and is capped at 30%''.<br />
If the number of soldiers is 4 or less, and your squad has taken casualties (KIAs or Critical Wounds):<br />
* Your aim is increased by four minus the amount of soldiers you still have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.<br />
* Alien aim is reduced by four minus the amount of soldiers you still have, times 25%. Hence having one soldier in play grants him a +75% defence.<br />
<br />
'''Normal mode only'''<br />
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, ''but otherwise has no cap''.<br />
<br />
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher than 95% are capped down to 95% - [http://forums.penny-arcade.com/discussion/comment/24643310/#Comment_24643310 ''unless'' they would reach 100% or more, in which case they are unaffected and should always hit].<br />
<br />
Adjustments are made on a side-wide basis - for example, if a given soldier misses, he's not the only one who could benefit from the resulting bonus for your team's next shot.<br />
<br />
===Source===<br />
* XComGame.upk, XGAbility_Targeted class, AdjustToHit and CalculatedOdds functions.<br />
<br />
==Psionic Abilities==<br />
While [[Psionic_(EU2012)|psionic abilities]] have their own mechanics for determining the odds of success, two are relevant in the discussion of firing accuracy:<br />
<br />
'''Mind Fray''' is the first ability granted to any budding psi-user, and against most races, deals very reliable (if not guaranteed!) damage. Assuming it doesn't pop the enemy's head outright, that unit will suffer debuffs for two turns including a large -25% aim penalty.<br />
<br />
'''Telekinetic Field''' is purely defensive; it acts like a dense one-turn smoke cloud, granting +40% defence to any units standing near the point it was triggered. However, taking it precludes the use of '''Mind Control''', which is perhaps a better defensive option - after all, taking total control of your enemy prevents them from shooting at you in the first place.<br />
<br />
<br />
==The RNG==<br />
''Random Number Generators'' (or RNGs) are common algorithms intended to produce sets of unpredictable numbers. They're not usually written by regular developers, but are rather provided by the programming languages they use. Think of them like dice, but you can choose the amount of sides - when XCOM calls its RNG to see if your shot hit or not, it's metaphorically rolling a hundred-sided die; if the result is a number higher than your chance to hit, the shot misses. Likewise, if you've seen any intentionally random behaviour in any game, then an RNG is behind it.<br />
<br />
Computers lack the facilities to "make numbers up". So, RNGs instead calculate figures based on at least two bits of information: a "seed" value, and the amount of numbers that've been returned since that seed was first used (or, sticking with the dice example, the number of "rolls" you've made with them since starting your game).<br />
<br />
Because of this, if you choose a given seed value and ask for five rolls in a row then start over and do another five rolls with the same seed, you'll get the same numbers back in the same order every time. Hence to achieve results that appear truly "random" to the user, standard technique is to choose a seed value that'd be very hard to predict (such as the time taken from the system clock) then never intentionally use that seed again.<br />
<br />
XCOM (amongst other Firaxis games) deviates from the usual way of doing things in one way - by recording the seed and roll count when you save your game. Hence if you save the game before firing, then reload and try it again, the same seed & roll count gets used and the result generated is the same.<br />
<br />
This may give an impression that the game's events are pre-determined, but they're truthfully only calculated when and where they're required - no one knows what'll happen until you go ahead and make that shot for the first time. The point is to prevent players from cheating by reloading high-risk shots over and over until the dice roll in their favour and they hit. If you took a high-risk gamble, your save slot won't allow you to dodge the consequences.<br />
<br />
That's not to say that the system can't be exploited - if your assault just missed a 98% accurate shot, you COULD reload the game and just have him do nothing. Assuming the alien has about the same chance of hitting (or less), it'll be the one to suffer the effects of that low roll when it fires - not you. You can also do things in a different order, so if you take a 50% shot and an 80% shot and they both miss, try reloading and taking the shots in the opposite order, the 80% one may well hit this time.<br />
<br />
'''Related reading:'''<br />
* [https://docs.google.com/spreadsheet/ccc?key=0An6FkQu13utWdE5hMnFUWURRY2dDVHdYZzJhTERSV0E#gid=0 Mandemon's firing logs]<br />
* [http://www.schwanenlied.me/yawning/XCOM/XCOMPRNG.html Yawning Angel's analysis of the ''XCOM: Enemy Unknown'' RNG]<br />
<br />
<br />
{{Gameplay_Mechanics_(EU2012)_Navbar}}<br />
<br />
[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=EXALT_(EU2012)&diff=92026EXALT (EU2012)2020-07-12T12:56:37Z<p>Miteusz: grammar</p>
<hr />
<div>[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]<br />
"Scientia Potentia Est" ~ ''Knowledge is Power; emblem motto in EXALT HQ.''<br />
<br />
EXALT is a new global human threat introduced in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.<br />
<br />
EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and disrupt XCOM efforts's to fight the invasion instead. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission. EXALT will even try to outsmart the aliens during Operation [[Progeny (EU2012)|Progeny]] in order to gain access to a high value [[Annette Durand (EU2012)|weapon]]. <br />
<br />
The nature of EXALT's threat is similar to the one posed by the [[Cult_of_Sirius|Cult of Sirius]] in [[Apocalypse|X-COM Apocalypse]]. However, one major difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in black market and clandestine circles, groups whose interests tend to lie in acquiring power for ''themselves''.<br />
<br />
The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. To completely eliminate the EXALT threat, XCOM will have to discover and raid their [[EXALT Base Raid (EU2012)|base]]. <br />
<br clear="all"><br />
<noinclude><br />
==EXALT Deployment==<br />
[[Image:EXALT Appearance (EU2012).png|right|300px|EXALT appears]]<br />
EXALT always starts its operations at a random date in May, with the possible variation between dates dependent on the game's difficulty level. On Easy/Normal difficulties the day can vary between the 12th and the 24th, while on Classic/Impossible it can start anywhere between the 6th and the 24th. <br />
<br />
On the day EXALT starts its operations it will place 2 cells, one of which will immediately perform an anti-XCOM operation and become exposed. The 2nd cell will remain hidden and can be exposed through an [[Covert Operations (EU2012)#Dealing with EXALT|Intel Scan]]. Afterwards EXALT will periodically keep placing new cells until it reaches the limit of active cells (10 for all difficulties) or its HQ is eliminated. <br />
<br clear="all"><br />
==EXALT Cells==<br />
===Cell Placement===<br />
[[Image:EXALT Agents 1.jpg|right|300px|EXALT Agents]]<br />
EXALT can place a new cell after a placement cooldown period, which can vary between 12 to 24 days (Easy/Normal [[Difficulty (EU2012)|difficulty]] levels) and 6 to 24 days (Classic/Impossible). Each cell consists of a number of EXALT [[EXALT Units (EU2012)|agents]] and their precise numbers will [[EXALT Units (EU2012)#EXALT_Deployment|depend]] on the map where the [[Covert Operations (EU2012)|covert mission]] takes place. <br />
<br />
After the cooldown period reaches 0, EXALT will make a list of [[The Council (EU2012)|Council]] countries that don't have EXALT Cells already assigned and give them a score based on several factors:<br />
* Panic Levels - countries with [[Panic (EU2012)|panic]] levels from 2 to 4 have a bigger positive modifier added to the score.<br />
* XCOM HQ's [[XCOM Base Location (EU2012)|location]] - countries on that continent will have a negative modifier.<br />
* [[Satellite (EU2012)|Satellites]] - countries with satellites deployed will have a negative modifier.<br />
* Continent has no EXALT cells - countries will have a positive modifier.<br />
* All countries in continent are still in XCOM - country gets a positive modifier.<br />
* Single country in continent without satellites - country gets a positive modifier. <br />
* Only 1 country in continent still in XCOM - country gets a negative modifier. <br />
* Continent has left XCOM (continent bonus no longer active) - country gets a negative modifier.<br />
* Country has left XCOM - no modifier. <br />
<br />
The values for the modifiers can change between difficulty levels, see [[EXALT (EU2012)#Game Data Sources|Game Data Sources]] for the precise numbers. <br />
<br />
Afterwards, EXALT will randomly choose 1 country from the list, with countries with bigger scores having better chances of being chosen. It will then make a final roll to determine if the cell has been successfully placed, using the following modifiers:<br />
* Base Chance (can vary on different difficulty levels between 0,9 and 1.1)<br />
* Satellite present (can vary on different difficulty levels between -0.2 and 0)<br />
* [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] - developing this Foundry project gives a -0.35 modifier, on all difficulty levels.<br />
<br />
If the new cell is placed successfully there will be a cool down period for placing the next new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level. <br />
===Cell Status===<br />
[[Image:EXALT Cell (EU2012).png|right|300px|EXALT cell detected]]<br />
EXALT cells can have two statuses: Exposed and Hidden. <br />
<br />
'''Hidden Cells'''<br />
* When initially deployed or move to another country EXALT cells will be hidden. <br />
* Only Hidden EXALT cells can conduct XCOM operations. <br />
* Each Hidden EXALT Cell will only take actions after a number of certain days/conditions have passed.<br />
** After its initial deployment or relocation to another country, the date for its next anti-XCOM operation is randomly determined, with the range of values dependent on the difficulty level (7 to 21 days on Easy/Normal and 7 to 15 on Classic/Impossible).<br />
** If the date of the next operation is reached and enough days have passed between different cell operations (the limit depends on difficulty level), it will perform an anti-XCOM operation and become exposed.<br />
** Otherwise, the cell will remain hidden and move to another country, using the placement score described above.<br />
* After an existing cell relocates itself, there will be a cool down period for placing a new cell that is determined randomly and can vary between 7 and 11 days, depending on the difficulty level. <br />
<br />
'''Exposed Cells'''<br />
* Cells will be exposed after completing an anti-XCOM operation or if an Intel Scan is conducted from the [[Situation Room (EU2012)|Situation Room]]. <br />
* After a number of days have passed (4 to 7 days on Easy difficulty, 2 to 5 on all other difficulty levels, an exposed EXALT cell will relocate itself to another country and become hidden. <br />
** However, the cell will stay exposed if XCOM deploys a [[Covert Operative (EU2012)|Covert Operative]] and until the covert deployment ends. <br />
** The cell will immediately relocate and hide if the mission is a failure or the Covert Operative isn't extracted. <br />
<br />
===Cell Operations===<br />
[[Image:EXALT Research Hack.png|right|300px|EXALT Research Hack]]<br />
Hidden EXALT cells can conduct 3 types of anti-XCOM operations and will randomly choose 1 of them:<br />
<br />
'''Propaganda'''<br />
* Increases [[Panic (EU2012)|Panic]] on the targeted country. <br />
* The amount of panic applied to the country varies between difficulty levels (1 on Easy, 2 on Normal/Classic, 3 on Impossible). <br />
* On Impossible difficulty, there's also a panic penalty of 1 applied to all other countries in the continent. <br />
<br />
'''Sabotage'''<br />
* XCOM's credits (§) will be reduced by a certain value. <br />
* The reduction is determined using either 1 of 2 predetermined constants, MinSabotageCashAmount (in §) or SabotageCashPercentage (in %). <br />
* If the total number of credits to be stolen using SabotageCashPercentage is bigger that the MinSabotageCashAmount, the game removes the SabotageCashPercentage value. <br />
* Otherwise the game removes the MinSabotageCashAmount, unless there are no sufficient existing credits, in which case the game will remove all credits available. <br />
<br />
'''Research Hack''' <br />
* Slows down XCOM's current [[Research (EU2012)|research]].<br />
* Research Hacks will only be performed if the research progress percentage of the current project has advanced past a determined limit, defined by the game's difficulty level. The values are 30% (Easy) and 50% (all other difficulties). <br />
* The amount of research lost is calculated using either the MinResearchHackDays or the ResearchHackPercentage values. <br />
* MinResearchHackDays reduces research by 5 full days while ResearchHackPercentage reduces research by 30% or 50%, depending on difficulty level. The game will calculate both reduction values and apply the biggest reduction. <br />
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks. Each Lab provides a 20% reduction on the time lost. <br />
<br />
Finally, it appears each hidden EXALT cell has a 50% chance of increasing panic by 1 point in the country where it is active. It isn't clear though when the game checks for this condition to happen (could be at the end of a Abductions/Council mission or at the end of the month).<br />
<br />
==Eliminating EXALT==<br />
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]<br />
Anti-EXALT operations are accessed through the [[Situation Room (EU2012)|Situation Room]], through the Covert Operations tab. It will display the map and the presence of any discovered EXALT cells and allow to conduct Intel Scans and perform [[Covert Operations (EU2012)|Covert Operations]] to eliminate exposed EXALT cells. <br />
<br />
EXALT operations will only cease when the EXALT base is successfully [[EXALT Base Raid (EU2012)|assaulted]], which will result also in the elimination of all existing EXALT cells. Similar to Alien Base Assault or other [[Storyline (EU2012)|Storyline]] missions, the EXALT Base Raid will stay available until XCOM decides to deal with EXALT, once and for all.<br />
<br />
After their base's destruction, EXALT will no longer have the capacity to carry out operations against you, and the [[Covert_Operations_(EU2012)|Covert Operations]] option will be removed: <br />
EXALT is as good as dead - for now. But with no confirmation on who their founders or leaders are, let alone if you've neutralized them, there's no telling if they're gone forever, or if this is just the [http://www.adventfuture.org/ advent] of a new threat...<br />
<br />
<br clear="all"><br />
<br />
==Trivia==<br />
[[Image:EXALT Annette (EU2012).png|right|300px|Annette's picture at the EXALT Base]]<br />
If the [[Progeny (EU2012)|Progeny]] campaign is selected and [[Annette Durand (EU2012)|Annette]] is rescued, Dr. [[Vahlen (EU2012)|Vahlen]] will reveal that Annette was originally captured by EXALT and given to the aliens. Later EXALT will revert on their decision and try to get Annette for themselves. It is possible to see a picture of Annette during the [[EXALT Base Raid (EU2012)|EXALT Base]] mission. <br />
<br />
[[XCOM 2]] established that in the canonical timeline XCOM was defeated very early in the first war. The developers confirmed that due to this EXALT was never formed. Hence, they do not appear in subsequent XCOM games.<br />
<br clear="all"><br />
<br />
==Game Data Sources==<br />
{|class="wikitable" width="60%" <br />
|+ EXALT Tuning<br />
| align="center" style="background:#f0f0f0;"|'''Difficulty Levels'''<br />
| align="center" style="background:#f0f0f0;"|'''Easy'''<br />
| align="center" style="background:#f0f0f0;"|'''Normal'''<br />
| align="center" style="background:#f0f0f0;"|'''Classic'''<br />
| align="center" style="background:#f0f0f0;"|'''Impossible'''<br />
|- align="center"<br />
| ExaltStartDelayDays||18||18||15||15<br />
|- align="center"<br />
| ExaltStartDelayDaysVariation||6||6||9||9<br />
|- align="center"<br />
| ExaltSweepBaseCost||50||50||50||50<br />
|- align="center"<br />
| ExaltSweepCostIncrease||0.5||1||1||1<br />
|- align="center"<br />
| CovertOperationDuration||6||6||6||6<br />
|- align="center"<br />
| colspan="5" | ''CellTuning''<br />
|- align="center"<br />
| MinDaysBetweenDifferentCellOperations||5||5||4||3<br />
|- align="center"<br />
| MinDaysBetweenOperations||7||7||7||7<br />
|- align="center"<br />
| MaxDaysBetweenOperations||21||21||15||15<br />
|- align="center"<br />
| MinDaysToHide||4||2||2||2<br />
|- align="center"<br />
| MaxDaysToHide||7||5||5||5<br />
|- align="center"<br />
| MinDaysBetweenCells||7||7||6||6<br />
|- align="center"<br />
| MaxDaysBetweenCells||10||11||10||9<br />
|- align="center"<br />
| MaxSimultaneousCells||10||10||10||10<br />
|- align="center"<br />
| MinSabotageCashAmount||50||50||75||100<br />
|- align="center"<br />
| SabotageCashPercentage||0.2||0.3||0.5||0.5<br />
|- align="center"<br />
| MinResearchHackDays||5||5||5||5<br />
|- align="center"<br />
| ResearchHackPercentage||0.3||0.5||0.5||0.5<br />
|- align="center"<br />
| colspan="5" | ''PlacementRollTuning''<br />
|- align="center"<br />
| BaseChance||0.9||1||1||1.1<br />
|- align="center"<br />
| SatelliteMod||-0.2||-0.2||0||0<br />
|- align="center"<br />
| StealthSatelliteMod||-0.35||-0.35||-0.35||-0.35<br />
|- align="center"<br />
| colspan="5" | ''PlacementScoreTuning''<br />
|- align="center"<br />
| CountryHasLeftXComMod||0||0||0||0<br />
|- align="center"<br />
| PanicMod[0]||0||0||0||0<br />
|- align="center"<br />
| PanicMod[1]||0.1||0.1||0||0<br />
|- align="center"<br />
| PanicMod[2]||0.2||0.2||0.1||0<br />
|- align="center"<br />
| PanicMod[3]||0.2||0.2||0.2||0.2<br />
|- align="center"<br />
| PanicMod[4]||0.1||0.1||0.2||0.3<br />
|- align="center"<br />
| PanicMod[5]||0.1||0.1||0.1||-0.1<br />
|- align="center"<br />
| SatelliteMod||-0.3||-0.1||-0.1||-0.1<br />
|- align="center"<br />
| HomeContinentMod||-0.1||-0.1||-0.1||0<br />
|- align="center"<br />
| ContinentHasNoCellsMod||0.1||0.1||0.2||0,1<br />
|- align="center"<br />
| ContinentNoCountriesHaveLeftXComMod||0.1||0.1||0.1||0.2<br />
|- align="center"<br />
| OnContinentWithOnlyOneCountryLeftInXComMod||-0.1||-0.1||-0.1||-0.1<br />
|- align="center"<br />
| ContinentHasLeftXComMod||-0.3||-0.3||-0.3||-0.3<br />
|- align="center"<br />
| OnlyCountryOnContinentWithoutSatelliteMod||0.2||0.2||0.2||0.2<br />
|-<br />
| colspan="5" | Table Values: DefaultGameData.INI<br>Game Mechanics: XGExaltSimulation class at XComStrategyGame.UPK<br />
|}<br />
<br />
<noinclude><br />
{{EXALT (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Miteuszhttps://www.ufopaedia.org/index.php?title=EXALT_Units_(EU2012)&diff=89917EXALT Units (EU2012)2019-11-28T09:55:05Z<p>Miteusz: Elite Medic uses Dense Smoke ability also</p>
<hr />
<div>[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]<br />
EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]]. As the game progresses its units will be upgraded to Elite versions of all classes, using additional Genetic improvements and Class abilities. However, unlike XCOM, EXALT doesn't use [[MEC Trooper (EU2012)|MECs]] Troopers. <br />
<br />
[[EXALT Weapons (EU2012)|EXALT weaponry]] will be conventional at first, but starting in July (October in [[Second Wave (EU2012)|Second Wave]]'s Marathon) they will field Elite units, upgrading their weapons to Lasers and using Gene Mods to enhance their soldiers. EXALT Elite units use the following [[Gene Mods (EU2012)#EXALT Gene Mods|EXALT Gene Mods]], 3 of which are unique to them:<br />
<br />
[[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' (Elite Sniper)<br />
<br />
[[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' (Elite Operative)<br />
<br />
[[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' (Elite Heavy)<br />
<br />
[[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' (Elite Medic). <br />
<br clear="all"><br />
===EXALT Unit Stats===<br />
{|class="wikitable" width="80%" <br />
|+ EXALT Units & Attributes<br />
| align="center" style="background:#f0f0f0;"|'''Unit'''<br />
| align="center" style="background:#f0f0f0;"|'''HP (E/N/C/I)'''<br />
| align="center" style="background:#f0f0f0;"|'''Aim (E/N/C/I)'''<br />
| align="center" style="background:#f0f0f0;"|'''Defense'''<br />
| align="center" style="background:#f0f0f0;"|'''Will'''<br />
| align="center" style="background:#f0f0f0;"|'''Movement'''<br />
| align="center" style="background:#f0f0f0;"|'''Weapons'''<br />
| align="center" style="background:#f0f0f0;"|'''Abilities'''<br />
| align="center" style="background:#f0f0f0;"|'''Gene Mods'''<br />
|- align="center"<br />
| [[File:EXALT Heavy.png|50px|EXALT Heavy]]<br>[[EXALT Heavy (EU2012)|Heavy]]||7/8/9/10||50/50/60/65||0||50||12||[[EXALT LMG (EU2012)|EXALT LMG]]<br>[[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launcher]]<br>[[Frag Grenade (EU2012)|Frag Grenade]]||Fire Rocket<br>Holo-Targeting<br>Suppression ||<br />
|- align="center"<br />
| [[File:EXALT Medic.png|50px|EXALT Medic]]<br>[[EXALT Medic (EU2012)|Medic]]||6/7/7/8||45/45/55/60||0||50||12||[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifle]]|| Smoke Grenade<br>Covering Fire<br>Field Medic ||<br />
|- align="center"<br />
| [[File:EXALT Operative.png|50px|EXALT Operative]]<br>[[EXALT Operative (EU2012)|Operative]]||6/7/8/9||50/50/60/65||0||50||12||[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifle]]<br>[[Frag Grenade (EU2012)|Frag Grenade]]|| ||<br />
|- align="center"<br />
| [[File:EXALT Sniper.png|50px|EXALT Sniper]]<br>[[EXALT Elite Sniper (EU2012)|Sniper]]||5/6/6/7||60/60/70/70||0||50||12||[[EXALT Sniper Rifle (EU2012)|EXALT Sniper Rifle]]|| Headshot<br>Damn Good Ground<br>Snap Shot ||<br />
|- align="center"<br />
| [[File:EXALT Elite Heavy.png|50px|EXALT Elite Heavy]]<br>[[EXALT Elite Heavy (EU2012)|Elite Heavy]]||9/10/11/12||55/55/65/70||0||80||12||[[EXALT Heavy Laser (EU2012)|EXALT Heavy Laser]]<br>[[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launcher]]<br>[[Alien Grenade (EU2012)|Alien Grenade]]|| Fire Rocket<br>Holo-Targeting<br>Suppression<br>Rapid Reaction|| Iron Skin<br />
|- align="center"<br />
| [[File:EXALT Elite Medic.png|50px|EXALT Elite Medic]]<br>[[EXALT Elite Medic (EU2012)|Elite Medic]]||8/9/10/10||55/55/65/70||0||80||12||[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]|| Smoke Grenade<br>Covering Fire<br>Field Medic<br>Smoke and Mirrors<br>Dense Smoke|| Regen Pheromones<br />
|- align="center"<br />
| [[File:EXALT Elite Operative.png|50px|EXALT Elite Operative]]<br>[[EXALT Elite Operative (EU2012)|Elite Operative]] ||8/9/10/11||60/60/70/75||0||80||12||[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]<br>[[Alien Grenade (EU2012)|Alien Grenade]]|| || Adrenaline Surge<br />
|- align="center"<br />
| [[File:EXALT Elite Sniper.png|50px|EXALT Elite Sniper]]<br>[[EXALT Elite Sniper (EU2012)|Elite Sniper]] ||7/8/8/9||70/70/80/85||0||80||12||[[EXALT Laser Sniper Rifle (EU2012)|EXALT Laser Sniper Rifle]]|| Headshot<br>Damn Good Ground<br>Snap Shot<br>Executioner|| Depth Perception<br />
|-<br />
| align="center" colspan="9" | '''(E/N/C/I)''' = Easy/Normal/Classic/Impossible difficulty levels<br />
|}<br />
<noinclude><br />
==EXALT Deployment==<br />
Deployment of EXALT units is done differently from alien [[Alien Deployment (EU2012)|deployment]]. All maps used in Covert Operations missions will start with 2 pods of 3 EXALT units each (6 total), regardless of the difficulty level. The EXALT Base can have between 4 to 5 pods, depending on difficulty level. <br />
<br />
Regular EXALT Pods will consist of a single Heavy, Sniper or Medic, chosen randomly, and 2 Operatives as Supports. Elite EXALT Pods all are composed of 3 different types of units, with the composition of the pod dependent of the Main unit (which is chosen randomly). <br />
<br />
{| class="wikitable" width="70%" <br />
|+ EXALT Pod Composition<br />
| align="center" style="background:#f0f0f0;"|'''Main'''<br />
| align="center" style="background:#f0f0f0;"|'''Support 1'''<br />
| align="center" style="background:#f0f0f0;"|'''Support 2'''<br />
|- align="center"<br />
| Exalt Sniper|| Exalt Operative||Exalt Operative<br />
|- align="center"<br />
| Exalt Heavy|| Exalt Operative|| Exalt Operative<br />
|- align="center"<br />
| Exalt Medic|| Exalt Operative|| Exalt Operative<br />
|- align="center"<br />
| Exalt Elite Operative|| Exalt Elite Heavy|| Exalt Elite Medic<br />
|- align="center"<br />
| Exalt Elite Sniper|| Exalt Elite Operative|| Exalt Elite Medic<br />
|- align="center"<br />
| Exalt Elite Heavy|| Exalt Elite Operative|| Exalt Elite Sniper<br />
|- align="center"<br />
| Exalt Elite Medic|| Exalt Elite Heavy|| Exalt Elite Sniper<br />
|}<br />
<br />
On Covert Operations missions the game will introduce EXALT reinforcements (chosen randomly) when the Covert Operative has reached certain positions on the map. The additional units will enter the map in on different turns (waves), in different groups (assigned to different map areas) and can enter through 2 methods: drop in (on Overwatch) and walk in (no Overwatch). <br />
<br />
{| class="wikitable" width="100%" <br />
|+ Covert Extraction<br />
| align="center" style="background:#f0f0f0;"|'''Map'''<br />
| align="center" style="background:#f0f0f0;"|'''Turn'''<br />
| align="center" style="background:#f0f0f0;"|'''Evac Zone'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 1'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 2'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 3'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 4'''<br />
|- align="center"<br />
| rowspan="2" | [[Commercial Alley EWI (EU2012)|Commercial Alley EWI]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, walk in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[Convienience Store EWI (EU2012)|Convienience Store EWI]]||Turn 0||2 groups, 2 units, walk in/drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, walk in/drop in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[Highway Construction EWI (EU2012)|Highway Construction EWI]]||Turn 0||2 groups, 2 units, drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, drop in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[LiquorStore (EU2012)|Liquor Store]]||Turn 0||1 group, 2 units, drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in<br />
|- align="center"<br />
| Turn 2||1 group, 2 units, walk in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[MilitaryAmmo (EU2012)|Military Ammo]]||Turn 0||2 groups, 3 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 2||1 group, 2 units, drop in||||||||<br />
|- align="center"<br />
| [[Pier A Terror (EU2012)|Pier A Terror]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| rowspan="3" | [[Portent (EU2012)|Portent]]||Turn 0||1 group, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, drop in||||||||<br />
|- align="center"<br />
| Turn 4||2 groups, 2 units, drop in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[Research Outpost EWI (EU2012)|Research Outpost EWI]]||Turn 0||1 group, 3 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 1||1 group, 3 units, drop in||||||||<br />
|- align="center"<br />
| [[Street Overpass EWI (EU2012)|Street Overpass EWI]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, walk in<br />
|- align="center"<br />
| rowspan="2" | [[Trainyard (EU2012)|Trainyard]]||Turn 0||2 groups, 2 units, walk in/drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 1||2 groups, 2 units, walk in/drop in||||||||<br />
|- <br />
| colspan="7" | * Turn indicates the turn after the Covert Operative reaches the position of the Array/EVAC zone<br>* Only 2 Comm Arrays are active per map, the inactive ones will not activate EXALT units<br>* Number of units is the total of all groups in that turn.<br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ Covert Data Recovery<br />
| align="center" style="background:#f0f0f0;"|'''Map'''<br />
| align="center" style="background:#f0f0f0;" colspan="2" |'''Encoder Secure'''<br />
| align="center" style="background:#f0f0f0;" colspan="2" |'''Encoder Captured'''<br />
|- align="center"<br />
| rowspan="3" | [[Boulevard (EU2012)|Boulevard]] ||Turn 3||1 group, 2 units, walk in||Turn 0||2 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 5||2 groups, 3 units, walk in||Turn 2||3 groups, 5 units, walk in/drop in<br />
|- align="center"<br />
| |Turn 7||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[CommercialRestaurant (EU2012)|Commercial Restaurant]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[Demolition EWI (EU2012)|Demolition EWI]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[Gas Station EWI (EU2012)|Gas Station EWI]]||Turn 3||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 4 units, walk in/drop in<br />
|- align="center"<br />
| Turn 7||4 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[HighwayConstruction (EU2012)|Highway Construction]]||Turn 3||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 7||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[Industrial Office (EU2012)|Industrial Office]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in||Turn 2||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in||||<br />
|- align="center"<br />
| rowspan="3" | [[Office Paper EWI (EU2012)|Office Paper EWI]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[PoliceStation (EU2012)|Police Station]]||Turn 2||1 group, 3 units, drop in||Turn 0||3 groups, 3 units, drop in<br />
|- align="center"<br />
| Turn 4||1 group, 4 units, drop in||Turn 2||3 groups, 4 units, drop in<br />
|- align="center"<br />
| Turn 6||1 group, 3 units, drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[RooftopsConst (EU2012)|Rooftops Const]]||Turn 3||2 groups, 2 units, drop in||Turn 0||3 groups, 3 units, drop in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, drop in||Turn 2||3 groups, 3 units, drop in<br />
|- align="center"<br />
| Turn 7||4 groups, 5 units, drop in||||<br />
|- align="center"<br />
| rowspan="3" |[[Truck Stop EWI (EU2012)|Truck Stop EWI]]||Turn 3||2 groups, 2 units, walk in||Turn 0||2 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 1||2 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 7||3 groups, 5 units, walk in/drop in||||<br />
|- <br />
| colspan="5" |* Turn 0 is the turn immediately after the Transmitter is captured.<br>* Number of units is the total of all groups in that turn.<br />
|}<br />
<br />
'''Sources'''<br />
* [http://forums.nexusmods.com/index.php?/topic/1231530-modding-exalt/page-10 Modding EXALT]<br />
* XComStrategyGame.UPK, XGStrategyAI.GetPossibleAliens and XGStrategyAI.DetermineExaltRaidSquad<br />
* XComGame.UPK, XGBattleDesc.GetSupportAlien<br />
<br />
==Additional Notes==<br />
* EXALT agents can't be captured since they'll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. However, they can still be [[Psionic (EU2012)|Mind Controlled]].<br />
* Killing EXALT units sometimes makes them drop [[Weapon Fragments (EU2012)|Weapon Fragments]], though not many; usually half a dozen or so for a cleared-out mission.<br />
* Unlike XCOM's soldier pool, there appear to be no female EXALT agents. Make of that what you will.<br />
<br />
{{EXALT (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Miteuszhttps://www.ufopaedia.org/index.php?title=EXALT_Elite_Medic_(EU2012)&diff=89916EXALT Elite Medic (EU2012)2019-11-28T09:54:01Z<p>Miteusz: Elite Medic uses Dense Smoke ability also</p>
<hr />
<div>{{Unit Stat Box (EU2012)<br />
|picture=[[Image:EXALT Elite Medic.png|125px]]<br />
|hp=8/9/10/10<br />
|aim=55/55/65/70<br />
|defense=0<br />
|will=80<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]] || align="center" | 5 || align="center" | 10<br />
|-<br />
|}<br />
<br />
'''Abilities'''<br />
*EXALT Elite Medics carry a [[Medikit (EU2012)|Medikit]]. They also have the '''Smoke Grenade''', '''Covering Fire''', '''Smoke and Mirrors''', '''Dense Smoke''' and '''Field Medic''' [[Abilities (EU2012)|abilities]] and a [[Gene Mods (EU2012)#EXALT Gene Mods|gene mod]] called '''Regen Pheromones'''.<br />
* Unit also has -10 Critical Chance on Easy and Normal difficulty levels.<br />
<br />
==Notes==<br />
* [[Assault (EU2012)#Abilities_2|Lightning Reflexes]] will allow a soldier to avoid a Medic's Covering Fire.<br />
* Elite Medics typically stick closer to injured EXALT units, allowing them to be automatically healed by the Regen Pheromones ability. <br />
<br />
<br clear="all"><br />
<noinclude><br />
{{EXALT (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=EXALT_Units_(EU2012)&diff=89910EXALT Units (EU2012)2019-11-26T14:35:48Z<p>Miteusz: I got one EXALT unit drop in on CommercialRestaurant map on 4th turn with Encoder Secure</p>
<hr />
<div>[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]<br />
EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]]. As the game progresses its units will be upgraded to Elite versions of all classes, using additional Genetic improvements and Class abilities. However, unlike XCOM, EXALT doesn't use [[MEC Trooper (EU2012)|MECs]] Troopers. <br />
<br />
[[EXALT Weapons (EU2012)|EXALT weaponry]] will be conventional at first, but starting in July (October in [[Second Wave (EU2012)|Second Wave]]'s Marathon) they will field Elite units, upgrading their weapons to Lasers and using Gene Mods to enhance their soldiers. EXALT Elite units use the following [[Gene Mods (EU2012)#EXALT Gene Mods|EXALT Gene Mods]], 3 of which are unique to them:<br />
<br />
[[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' (Elite Sniper)<br />
<br />
[[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' (Elite Operative)<br />
<br />
[[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' (Elite Heavy)<br />
<br />
[[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' (Elite Medic). <br />
<br clear="all"><br />
===EXALT Unit Stats===<br />
{|class="wikitable" width="80%" <br />
|+ EXALT Units & Attributes<br />
| align="center" style="background:#f0f0f0;"|'''Unit'''<br />
| align="center" style="background:#f0f0f0;"|'''HP (E/N/C/I)'''<br />
| align="center" style="background:#f0f0f0;"|'''Aim (E/N/C/I)'''<br />
| align="center" style="background:#f0f0f0;"|'''Defense'''<br />
| align="center" style="background:#f0f0f0;"|'''Will'''<br />
| align="center" style="background:#f0f0f0;"|'''Movement'''<br />
| align="center" style="background:#f0f0f0;"|'''Weapons'''<br />
| align="center" style="background:#f0f0f0;"|'''Abilities'''<br />
| align="center" style="background:#f0f0f0;"|'''Gene Mods'''<br />
|- align="center"<br />
| [[File:EXALT Heavy.png|50px|EXALT Heavy]]<br>[[EXALT Heavy (EU2012)|Heavy]]||7/8/9/10||50/50/60/65||0||50||12||[[EXALT LMG (EU2012)|EXALT LMG]]<br>[[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launcher]]<br>[[Frag Grenade (EU2012)|Frag Grenade]]||Fire Rocket<br>Holo-Targeting<br>Suppression ||<br />
|- align="center"<br />
| [[File:EXALT Medic.png|50px|EXALT Medic]]<br>[[EXALT Medic (EU2012)|Medic]]||6/7/7/8||45/45/55/60||0||50||12||[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifle]]|| Smoke Grenade<br>Covering Fire<br>Field Medic ||<br />
|- align="center"<br />
| [[File:EXALT Operative.png|50px|EXALT Operative]]<br>[[EXALT Operative (EU2012)|Operative]]||6/7/8/9||50/50/60/65||0||50||12||[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifle]]<br>[[Frag Grenade (EU2012)|Frag Grenade]]|| ||<br />
|- align="center"<br />
| [[File:EXALT Sniper.png|50px|EXALT Sniper]]<br>[[EXALT Elite Sniper (EU2012)|Sniper]]||5/6/6/7||60/60/70/70||0||50||12||[[EXALT Sniper Rifle (EU2012)|EXALT Sniper Rifle]]|| Headshot<br>Damn Good Ground<br>Snap Shot ||<br />
|- align="center"<br />
| [[File:EXALT Elite Heavy.png|50px|EXALT Elite Heavy]]<br>[[EXALT Elite Heavy (EU2012)|Elite Heavy]]||9/10/11/12||55/55/65/70||0||80||12||[[EXALT Heavy Laser (EU2012)|EXALT Heavy Laser]]<br>[[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launcher]]<br>[[Alien Grenade (EU2012)|Alien Grenade]]|| Fire Rocket<br>Holo-Targeting<br>Suppression<br>Rapid Reaction|| Iron Skin<br />
|- align="center"<br />
| [[File:EXALT Elite Medic.png|50px|EXALT Elite Medic]]<br>[[EXALT Elite Medic (EU2012)|Elite Medic]]||8/9/10/10||55/55/65/70||0||80||12||[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]|| Smoke Grenade<br>Covering Fire<br>Field Medic<br>Smoke and Mirrors|| Regen Pheromones<br />
|- align="center"<br />
| [[File:EXALT Elite Operative.png|50px|EXALT Elite Operative]]<br>[[EXALT Elite Operative (EU2012)|Elite Operative]] ||8/9/10/11||60/60/70/75||0||80||12||[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]<br>[[Alien Grenade (EU2012)|Alien Grenade]]|| || Adrenaline Surge<br />
|- align="center"<br />
| [[File:EXALT Elite Sniper.png|50px|EXALT Elite Sniper]]<br>[[EXALT Elite Sniper (EU2012)|Elite Sniper]] ||7/8/8/9||70/70/80/85||0||80||12||[[EXALT Laser Sniper Rifle (EU2012)|EXALT Laser Sniper Rifle]]|| Headshot<br>Damn Good Ground<br>Snap Shot<br>Executioner|| Depth Perception<br />
|-<br />
| align="center" colspan="9" | '''(E/N/C/I)''' = Easy/Normal/Classic/Impossible difficulty levels<br />
|}<br />
<noinclude><br />
==EXALT Deployment==<br />
Deployment of EXALT units is done differently from alien [[Alien Deployment (EU2012)|deployment]]. All maps used in Covert Operations missions will start with 2 pods of 3 EXALT units each (6 total), regardless of the difficulty level. The EXALT Base can have between 4 to 5 pods, depending on difficulty level. <br />
<br />
Regular EXALT Pods will consist of a single Heavy, Sniper or Medic, chosen randomly, and 2 Operatives as Supports. Elite EXALT Pods all are composed of 3 different types of units, with the composition of the pod dependent of the Main unit (which is chosen randomly). <br />
<br />
{| class="wikitable" width="70%" <br />
|+ EXALT Pod Composition<br />
| align="center" style="background:#f0f0f0;"|'''Main'''<br />
| align="center" style="background:#f0f0f0;"|'''Support 1'''<br />
| align="center" style="background:#f0f0f0;"|'''Support 2'''<br />
|- align="center"<br />
| Exalt Sniper|| Exalt Operative||Exalt Operative<br />
|- align="center"<br />
| Exalt Heavy|| Exalt Operative|| Exalt Operative<br />
|- align="center"<br />
| Exalt Medic|| Exalt Operative|| Exalt Operative<br />
|- align="center"<br />
| Exalt Elite Operative|| Exalt Elite Heavy|| Exalt Elite Medic<br />
|- align="center"<br />
| Exalt Elite Sniper|| Exalt Elite Operative|| Exalt Elite Medic<br />
|- align="center"<br />
| Exalt Elite Heavy|| Exalt Elite Operative|| Exalt Elite Sniper<br />
|- align="center"<br />
| Exalt Elite Medic|| Exalt Elite Heavy|| Exalt Elite Sniper<br />
|}<br />
<br />
On Covert Operations missions the game will introduce EXALT reinforcements (chosen randomly) when the Covert Operative has reached certain positions on the map. The additional units will enter the map in on different turns (waves), in different groups (assigned to different map areas) and can enter through 2 methods: drop in (on Overwatch) and walk in (no Overwatch). <br />
<br />
{| class="wikitable" width="100%" <br />
|+ Covert Extraction<br />
| align="center" style="background:#f0f0f0;"|'''Map'''<br />
| align="center" style="background:#f0f0f0;"|'''Turn'''<br />
| align="center" style="background:#f0f0f0;"|'''Evac Zone'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 1'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 2'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 3'''<br />
| align="center" style="background:#f0f0f0;"|'''Array 4'''<br />
|- align="center"<br />
| rowspan="2" | [[Commercial Alley EWI (EU2012)|Commercial Alley EWI]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, walk in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[Convienience Store EWI (EU2012)|Convienience Store EWI]]||Turn 0||2 groups, 2 units, walk in/drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, walk in/drop in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[Highway Construction EWI (EU2012)|Highway Construction EWI]]||Turn 0||2 groups, 2 units, drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, drop in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[LiquorStore (EU2012)|Liquor Store]]||Turn 0||1 group, 2 units, drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in<br />
|- align="center"<br />
| Turn 2||1 group, 2 units, walk in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[MilitaryAmmo (EU2012)|Military Ammo]]||Turn 0||2 groups, 3 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 2||1 group, 2 units, drop in||||||||<br />
|- align="center"<br />
| [[Pier A Terror (EU2012)|Pier A Terror]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| rowspan="3" | [[Portent (EU2012)|Portent]]||Turn 0||1 group, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in<br />
|- align="center"<br />
| Turn 2||2 groups, 2 units, drop in||||||||<br />
|- align="center"<br />
| Turn 4||2 groups, 2 units, drop in||||||||<br />
|- align="center"<br />
| rowspan="2" | [[Research Outpost EWI (EU2012)|Research Outpost EWI]]||Turn 0||1 group, 3 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 1||1 group, 3 units, drop in||||||||<br />
|- align="center"<br />
| [[Street Overpass EWI (EU2012)|Street Overpass EWI]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, walk in<br />
|- align="center"<br />
| rowspan="2" | [[Trainyard (EU2012)|Trainyard]]||Turn 0||2 groups, 2 units, walk in/drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in<br />
|- align="center"<br />
| Turn 1||2 groups, 2 units, walk in/drop in||||||||<br />
|- <br />
| colspan="7" | * Turn indicates the turn after the Covert Operative reaches the position of the Array/EVAC zone<br>* Only 2 Comm Arrays are active per map, the inactive ones will not activate EXALT units<br>* Number of units is the total of all groups in that turn.<br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ Covert Data Recovery<br />
| align="center" style="background:#f0f0f0;"|'''Map'''<br />
| align="center" style="background:#f0f0f0;" colspan="2" |'''Encoder Secure'''<br />
| align="center" style="background:#f0f0f0;" colspan="2" |'''Encoder Captured'''<br />
|- align="center"<br />
| rowspan="3" | [[Boulevard (EU2012)|Boulevard]] ||Turn 3||1 group, 2 units, walk in||Turn 0||2 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 5||2 groups, 3 units, walk in||Turn 2||3 groups, 5 units, walk in/drop in<br />
|- align="center"<br />
| |Turn 7||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[CommercialRestaurant (EU2012)|Commercial Restaurant]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[Demolition EWI (EU2012)|Demolition EWI]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[Gas Station EWI (EU2012)|Gas Station EWI]]||Turn 3||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 4 units, walk in/drop in<br />
|- align="center"<br />
| Turn 7||4 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[HighwayConstruction (EU2012)|Highway Construction]]||Turn 3||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in<br />
|- align="center"<br />
| Turn 7||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[Industrial Office (EU2012)|Industrial Office]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in||Turn 2||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in||||<br />
|- align="center"<br />
| rowspan="3" | [[Office Paper EWI (EU2012)|Office Paper EWI]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 6||3 groups, 5 units, walk in/drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[PoliceStation (EU2012)|Police Station]]||Turn 2||1 group, 3 units, drop in||Turn 0||3 groups, 3 units, drop in<br />
|- align="center"<br />
| Turn 4||1 group, 4 units, drop in||Turn 2||3 groups, 4 units, drop in<br />
|- align="center"<br />
| Turn 6||1 group, 3 units, drop in||||<br />
|- align="center"<br />
| rowspan="3" | [[RooftopsConst (EU2012)|Rooftops Const]]||Turn 3||2 groups, 2 units, drop in||Turn 0||3 groups, 3 units, drop in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, drop in||Turn 2||3 groups, 3 units, drop in<br />
|- align="center"<br />
| Turn 7||4 groups, 5 units, drop in||||<br />
|- align="center"<br />
| rowspan="3" |[[Truck Stop EWI (EU2012)|Truck Stop EWI]]||Turn 3||2 groups, 2 units, walk in||Turn 0||2 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 1||2 groups, 3 units, walk in<br />
|- align="center"<br />
| Turn 7||3 groups, 5 units, walk in/drop in||||<br />
|- <br />
| colspan="5" |* Turn 0 is the turn immediately after the Transmitter is captured.<br>* Number of units is the total of all groups in that turn.<br />
|}<br />
<br />
'''Sources'''<br />
* [http://forums.nexusmods.com/index.php?/topic/1231530-modding-exalt/page-10 Modding EXALT]<br />
* XComStrategyGame.UPK, XGStrategyAI.GetPossibleAliens and XGStrategyAI.DetermineExaltRaidSquad<br />
* XComGame.UPK, XGBattleDesc.GetSupportAlien<br />
<br />
==Additional Notes==<br />
* EXALT agents can't be captured since they'll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. However, they can still be [[Psionic (EU2012)|Mind Controlled]].<br />
* Killing EXALT units sometimes makes them drop [[Weapon Fragments (EU2012)|Weapon Fragments]], though not many; usually half a dozen or so for a cleared-out mission.<br />
* Unlike XCOM's soldier pool, there appear to be no female EXALT agents. Make of that what you will.<br />
<br />
{{EXALT (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Miteuszhttps://www.ufopaedia.org/index.php?title=Panic_(EU2012)&diff=89903Panic (EU2012)2019-11-24T14:34:03Z<p>Miteusz: /* Panic Increase */ If unstopped abduction is on the same continent where stopped abduction is, panic in country with unstopped abduction will raise by 1 point only;</p>
<hr />
<div>== Basics ==<br />
Panic is the mechanic that will make you lose the game, once you have enough (8) countries reach high enough panic to leave the <br />
[[XCOM (EU2012)|XCOM]] project; then the game is over. As the Commander, it's your task to keep this from happening. Each country has a panic value of 1 to 5, and a country has a high chance of leaving the project if its panic level is 5 at the end of a month. For specifics on how countries stop supporting XCOM see [[The Council (EU2012)#Defections|Defections]]. <br />
<br />
On the Easy and Normal [[Difficulty (EU2012)|difficulties]] all countries will start with a level 1 panic. On Classic difficulty, 50% of the Council countries will already be at a level 2 panic. On Impossible Difficulty, all 16 countries will have a level 2 panic. <br />
<br />
The panic level of a country will be reflected on the content of the [[News Items (EU2012)|news headlines]] displayed under the world map at the [[Situation Room (EU2012)|Situation Room]]. <br />
<br />
== Panic Increase ==<br />
Panic will increase in countries as they are targeted by [[Aliens (EU2012)|alien]] attacks, and can also spread to other countries on that continent, depending on the difficulty level. <br />
*Unstopped [[Alien Abductions (EU2012)|Abductions]] raise panic by 2 points in the country (3 on Impossible difficulty), and will further raise panic on the rest of the continent by 1 point;<br />
** If unstopped abduction is on the same continent where stopped abduction is, panic in country with unstopped abduction will raise by 1 point only;<br />
*Failing a [[Alien Terror (EU2012)|Terror]] mission will cause the targeted country to leave the project immediately and will raise panic on the rest of the continent by 2 points;<br />
*UFO missions will raise panic by 2 points if alien craft isn't intercepted, and by 1 point if it is intercepted but UFO isn't shot down;<br />
*Most Council [[The Council (EU2012)#Council Missions|missions]] will raise panic if ignored or failed but a few missions will have no effect on panic;<br />
**Panic will be applied only in the targeted country on the Easy, Normal and Classic difficulties. On Impossible level mission failure will also raise panic on neighbouring countries;<br />
**There are 6 Council missions that don't raise any panic: the Industrial, Pier and Truckstop [[Asset Recovery (EU2012)|Asset Recovery]] missions, and the Pier Extraction (Sgt. Carlock), Boulevard Rescue (Anna Sing) and the Commercial Extraction (William Thorne) missions. <br />
*[[Satellite (EU2012)|Satellites]] destroyed raise panic by 2 points in the country, and by 1 point on the rest of the continent;<br />
*[[EXALT (EU2012)|EXALT]] Propaganda operations can also raise panic in the country where the cell is based;<br />
** On Easy difficulty they will raise panic by 1 point, on Normal and Classic 2 points and on Impossible 3 points; <br />
** On Impossible they will also raise panic on the rest of the continent by 1 point;<br />
* Active EXALT cells also have a 50% chance of increasing panic by 1 point in the country where they are based, if unchecked alien activity occurs on that country;<br />
* Wrongly accusing a country of harboring the EXALT base will cause it to immediately leave the XCOM project (if it is still in the Council) and it will also raise panic on the rest of the continent by 2 points;<br />
* Failing to destroy the EXALT base during the raid mission will also cause the country to leave the Council or raise panic on the rest of the continent by 2 points.<br />
<br />
== Panic Decrease ==<br />
Satellites are the primary way to lower panic; deploying a satellite over a country will immediately calm the population. <br />
* Succeeding at a Terror mission will reduce the panic level the country and continent, with the value being dependent on the number of civilians saved. For more details see [[Alien Terror (EU2012)#Mission Results|Terror mission results]]. <br />
* Most Council [[The Council (EU2012)#Council Missions|missions]] will reduce panic by 1 to 4 points, depending on the specific mission.<br />
* Successful Abduction missions reduce panic on that country by 3 points;<br />
*UFO shootdowns reduce panic on the country it occurs by 1 point;<br />
*Successful UFO Assaults reduce panic on the country where they [[Crashed UFO (EU2012)|crashed]]/[[Landed UFO (EU2012)|landed]] by 1 point;<br />
*Satellites deployed over a country reduce panic immediately on that country by 2 points. Over the next months the satellite will have a chance of further reducing panic depending on the country's panic level at the end of the month<br />
**Countries with a Level 5 panic have 100% chance on Easy/Normal and 50% on Classic/Impossible;<br />
**Countries with a Level 4 panic have 50% chance on Easy/Normal and 25% on Classic/Impossible;<br />
**All other panic levels have a 25% chance on Easy/Normal and 10% on Classic/Impossible;<br />
*Assaulting the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] reduces worldwide panic by 2 points (it reduces only 1 point on Classic and Impossible difficulties in the Enemy Within DLC).<br />
* Eliminating EXALT cells through Covert Data Recovery or Covert Extraction missions reduce 1 point of panic in the country they take place.<br />
* Assaulting the [[EXALT Base Raid (EU2012)|EXALT base]] will provoke a worldwide panic reduction of 1 point.<br />
* Also on the Enemy Within DLC, if Canada has already left the Council when the [[Site Recon (EU2012)|Site Recon]] mission takes place, the panic reduction will be applied to either the USA or Mexico, chosen randomly.<br />
<br />
==Satellite Management==<br />
* Overall, to have no countries leave your project your aim is to have, by the end of the month, no more countries in the "red" (full panic) zone than you have satellites, and launch those satellites to save those countries from defecting. This means you will not be getting the continent you want, but the continent that got more unlucky with panic levels.<br />
* Your other goal is to cover full continents as soon as possible for both the continent bonus AND no further panic problems with this country. Having a country not covered in a partially covered continent leaves you very vulnerable, because you cannot manage panic in already covered countries (like you can with uncovered countries by launching satellite in those countries right before council report). Worst case scenario, when you barely saved a country from defecting (launched satellite into panicked country), you can only afford to have 1 abduction there until you have full panic again, plus 1 for each council mission that awards worldwide panic reduction. Therefore, there is a huge incentive to cover full continents.<br />
* Getting all continents but one covered stops abduction missions from happening all together, and solves the panic problem for the rest of the game. Therefore, deploying satellites as fast as possible is the best way to control the panic. Consider deploying 1 satellite in the first month, 3 in the second month, at least 3 (if you can, 5) in the third month and cover all remaining countries except one in the next month. <br />
* It is never a good idea to launch a satellite at any time except right before council report. That is, because abductions can happen even right before the Council report, and if you don't have spare satellites to fix panic after them, you will lose countries. Launch satellites right before the Council report, first fixing any countries in "Red", and then according to your plan.<br />
<br />
==See Also==<br />
*[[Situation Room (EU2012)|Situation Room]]<br />
*[[Hangar (EU2012)|Hangar]]<br />
*[[The Council (EU2012)|Council]]<br />
*[[News Items (EU2012)|News Items]] <br />
<br />
[[Category: Guides (EU2012)]]<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category:Strategy Guide (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Alien_Deployment_(EU2012)&diff=85394Alien Deployment (EU2012)2017-12-05T20:33:43Z<p>Miteusz: Thinman -> Thin Man</p>
<hr />
<div>==Alien Types==<br />
[[File:Alien pod (EU2012).png|300px|right]]<br />
There are three main types of [[Aliens (EU2012)|aliens]] present in the game: Commanders, Soldiers, Secondaries. Each pod (or group) of aliens will belong to one of these three types. <br />
* Commander pods will only deploy on [[UFOs (EU2012)|UFO]] missions.<br />
* Soldiers can appear on [[Alien Abductions (EU2012)|Abductions]], [[The Council (EU2012)#Council Missions|Council missions]] and UFO missions.<br />
* Secondaries will appear in UFO and [[Alien Terror (EU2012)|Terror Site]] missions. All of these three types can also be present in [[Storyline Missions (EU2012)|Storyline]] missions. <br />
* There's also a final type called Roaming but applies only to [[Drone (EU2012)|Drones]] and the type isn't used by the game. Instead Drones are only deployed as escorts to larger robotic units or by themselves during the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] mission.<br />
<br />
{| class="wikitable" width="50%"<br />
| align="center" style="background:#f0f0f0;"|''''''<br />
| align="center" style="background:#f0f0f0;"|'''Commanders'''''<br />
| align="center" style="background:#f0f0f0;"|'''Soldiers'''''<br />
| align="center" style="background:#f0f0f0;"|'''Secondaries'''''<br />
|- align="center"<br />
| '''Missions'''||Storyline||Council||Council (DLCs)<br />
|- align="center"<br />
| ||All UFOs||Abductions||Terror Site<br />
|- align="center"<br />
| ||||All UFOs||Large UFOs<br />
|- align="center"<br />
| ||||Storyline||Storyline<br />
|- align="center"<br />
| '''Aliens'''||[[Outsider (EU2012)|Outsider]]||[[Sectoid (EU2012)|Sectoid]]||[[Floater (EU2012)|Floater]]<br />
|- align="center"<br />
| ||[[Sectoid Commander (EU2012)|Sectoid Commander]]||[[Floater (EU2012)|Floater]]||[[Chryssalid (EU2012)|Chryssalid]]<br />
|- align="center"<br />
| ||[[Ethereal (EU2012)|Ethereal]]||[[Thin Man (EU2012)|Thin Man]]||[[Cyberdisc (EU2012)|Cyberdisc]]<br />
|- align="center"<br />
| ||||[[Seeker (EU2012)|Seeker]] <small>(EW DLC)</small>||[[Berserker (EU2012)|Berserker]]<br />
|- align="center"<br />
| ||||[[Muton (EU2012)|Muton]]||[[Heavy Floater (EU2012)|Heavy Floater]]<br />
|- align="center"<br />
| ||||[[Cyberdisc (EU2012)|Cyberdisc]]||[[Sectopod (EU2012)|Sectopod]]<br />
|- align="center"<br />
| ||||[[Berserker (EU2012)|Berserker]]||<br />
|- align="center"<br />
| ||||[[Heavy Floater (EU2012)|Heavy Floater]]||<br />
|- align="center"<br />
| ||||[[Mechtoid (EU2012)|Mechtoid]] <small>(EW DLC)</small>||<br />
|- align="center"<br />
| ||||[[Sectoid Commander (EU2012)|Sectoid Commander]] <small>(EW DLC)</small>||<br />
|-<br />
|}<br />
<br />
===Pod Composition===<br />
[[File:Alien pod 2 (EU2012).png|300px|right]]<br />
Each pod can have 1-3 aliens, Soldier pods will be composed of a single species of aliens, while Commander and Secondary pods will usually have more than 1 species of aliens. <br />
* The type of aliens composing the Commander pod depend on [[Storyline (EU2012)|Storyline]] progression. They're composed of Outsiders until the Alien Base is assaulted, of Sectoid Commanders until the Overseer UFO mission, and of Ethereals afterwards. Sectoid Commanders can be by themselves or escorted by a single Mechtoid (on the EW DLC) while Ethereals will be escorted by Muton Elites. <br />
* In the case of Secondary pods they can contain 1 unit of the pod species type, plus 1-2 escorts from another alien species:<br />
** Berserkers (Mutons)<br />
** Cyberdiscs (Drones)<br />
** Mechtoids (Sectoids or Sectoid Commanders) <small>(EW DLC)</small><br />
** Sectopods (Drones) <br />
* Most alien species can be present on both the Soldier and Secondary pods, slightly favoring their chances of being randomly chosen for a mission. <br />
<br />
The type and number of aliens on each pod depend on 3 main factors: the month, the [[Difficulty (EU2012)|difficulty]] level and the type of [[Missions (EU2012)|mission]].<br />
<br />
==Species Deployment==<br />
When choosing between the [[Alien Life Forms (EU2012)|alien]] species, each month the game will create pools of possible alien species for both the Soldier and Secondary pods. Each mission will have a certain number of Soldier and/or Secondary pods, with UFOs also having a Commander pod. Each species in the Soldier/Secondary pools will have a specific weight (show below as probability) of being chosen for each individual pod. On the next month the game will add new species to the pool and recalculate their probabilities of being randomly picked. The composition of Commander pods isn't listed below since doesn't depend on the month but on Storyline progression.<br />
<br />
Some species have defined limits on the number of aliens that can be encountered during a mission; however, these only apply to soldier pods and Sectopods. For example, a (vanilla) June abduction mission will have 0-1 Cyberdiscs, but a Terror mission may have up to 5. On the Impossible [[Difficulty (EU2012)|difficulty]] levels the limits are removed, making it possible for 5 [[Sectopod (EU2012)|Sectopods]] to appear during a [[Alien Terror (EU2012)|Terror]] mission.<br />
<br />
If playing with [[Second Wave (EU2012)|Second Wave]]'s '''Marathon''' option, the progression through the months of the number of aliens present during Council missions is delayed as listed below.<br />
{| class="wikitable" width="100%"<br />
| align="center" style="background:#f0f0f0;"|'''Month (Vanilla/Marathon)'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''March/March'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''April/April'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''May/June'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''June/August'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''July/October'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''August/December'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''September/February'''<br />
| align="center" colspan="3" style="background:#f0f0f0;"|'''October/April'''<br />
|-<br />
| align="center" style="background:#f0f0f0;"|'''Pod Type/<br>Alien Species'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
| align="center" style="background:#f0f0f0;"|'''Sol'''<br />
| align="center" style="background:#f0f0f0;"|'''Sec'''<br />
| align="center" style="background:#f0f0f0;"|'''Limit'''<br />
|- align="center"<br />
| Sectoid||100%||||||28%||||||9%||||||8%||||||2%||||||2%||||||2%||||||3%||||<br />
|- align="center"<br />
| Floater||||||||28%||||3||36%||33%||||15%||14%||||2%||6%||||2%||4%||||2%||4%||||2%||4%||<br />
|- align="center"<br />
| Thin Man||||||||14%||||||18%||||||8%||||||2%||||||2%||||||2%||||||2%||||<br />
|- align="center"<br />
| Chryssalid||||100%||||||100%||||||67%||||||57%||||||15%||||||12%||||||16%||||||16%||<br />
|- align="center"<br />
| Muton<sup>1</sup> ||||||||||||||18%||||2||31%||||||17%||||||5%||||||5%||||||6%||||<br />
|- align="center"<br />
| Cyberdisc||||||||||||||||||||15%||28%||1||6%||18%||||5%||9%||||5%||11%||||6%||11%||<br />
|- align="center"<br />
| Berserker||||||||||||||||||||||||||23%||59%||1||20%||37%||||10%||11%||||13%||11%||<br />
|- align="center"<br />
| Heavy Floater||||||||||||||||||||||||||||||||20%||37%||2||10%||11%||||13%||11%||<br />
|- align="center"<br />
| Muton Elite|||||||||||||||||||||||||||||||||||||||20%||||2||26%||||3<br />
|- align="center"<br />
| Sectopod||||||||||||||||||||||||||||||||||||||||45%||1||||45%||2<br />
|- align="center"<br />
| Seeker<small>(EW DLC)</small>||||||||29%||||1||19%||||1||8%||||1||2%||||1||2%||||1||2%||||1||2%||||1<br />
|- align="center"<br />
| Mechtoid (w/ Sectoid)<small> (EW DLC)</small>||||||||||||||||||||15%||||1||22%||||||20%||||||20%||||||13%||||<br />
|- align="center"<br />
| Mechtoid (w/ Commander) <small>(EW DLC) <sup>2</sup></small>||||||||||||||||||||||||||23%||||1||20%||||1||20%||||2||13%||||2<br />
|-<br />
| colspan="25" | <sup>1</sup> Mutons will first appear on May with [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]], will upgrade to [[Plasma Rifle (EU2012)|Plasma Rifles]] on June (Classic and Impossible [[Difficulty (EU2012)|difficulties]]) or July (Easy and Normal).<br><sup>2</sup> Sectoid Commanders will only appear escorting Mechtoids after the Alien Base is assaulted.<br>'''Sources:'''<br>* XComStrategyGame.upk game file, XGStrategyAI class, [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] version.<br>* Original data by wghost81, specifically from her '''Possible Aliens Tweaker''' mod to alter the species weight and limits, available at [http://www.nexusmods.com/xcom/mods/460/? Nexusmods].<br />
|}<br />
<br />
Finally, the [[Slingshot DLC (EU2012)|Slingshot]] and [[Progeny (EU2012)|Progeny]] campaigns and the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] don't follow the above table and it is possible to face more advanced alien species, but those missions won't affect the overall monthly progression of the regular missions. As an example, you'll only see Mutons in regular missions on May even if you face a Muton in April during Slingshot's [[Friends in Low Places (EU2012)|Friends In Low Places]] mission.<br />
<br />
==Mission Deployment==<br />
The number of [[Aliens (EU2012)|aliens]] present will also vary according to the specific [[Missions (EU2012)|mission]] type and [[Difficulty (EU2012)|difficulty]] level. <br />
<br />
For each type of mission the game will check the maximum number of pods present (of the 3 previous types) and the maximum number of aliens present and will first randomly chose the species of aliens for each individual pod and then determine the number of aliens present on each pod, based on the maximum total number of aliens for the mission. <br />
<br />
The higher difficulty levels of Classic and specially Impossible usually have more pods assigned and a bigger total of aliens present during the mission. <br />
<br />
===Abductions and Terror Sites===<br />
Aliens on [[Alien Abductions (EU2012)|Abductions]] will consist only of Soldier pods, while on [[Alien Terror (EU2012)|Terror Sites]] the pods will be only of Secondary alien types. On the case of Abductions, there's a mission difficulty level which will be calculated randomly and displayed on the [[Mission Control (EU2012)|Mission Control]] selection screen. The Mission Difficulty rating will determine the number of aliens present during the tactical mission. Terror Sites will always have a Very Difficult rating. <br />
{| class="wikitable" width="100%" <br />
|-<br />
| align="center" style="background:#f0f0f0;"|''''''<br />
| align="center" style="background:#f0f0f0;"|''''''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Easy'''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Normal'''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Classic'''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Impossible'''<br />
|-<br />
! ||Mission Difficulty||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens'''||Total Pods||'''Total Aliens<sup>1</sup>'''<br />
|- align="center"<br />
| '''Abductions<sup>2</sup>'''||1st Mission||2||'''4'''||2||'''4'''||3||'''6'''||3||'''8'''<br />
|- align="center"<br />
| ||Easy||2||'''4'''||2||'''4'''||2||'''4'''||N/A<sup>4</sup>||'''N/A<sup>4</sup>'''<br />
|- align="center"<br />
| ||Moderate||3||'''6'''||3||'''6'''||3||'''6'''||3||'''8'''<br />
|- align="center"<br />
| ||Difficult||4||'''8'''||4||'''8'''||4||'''8'''||4||'''10'''<br />
|- align="center"<br />
| ||Very Difficult||4||'''10'''||4||'''10'''||4||'''10'''||4||'''12'''<br />
|- align="center"<br />
| '''Terror Site<sup>3</sup>'''||1st Mission||3||'''6'''||3||'''6'''||3||'''6'''||3||'''9'''<br />
|- align="center"<br />
| ||Regular||3||'''8'''||4||'''10'''||5||'''12'''||5||'''15'''<br />
|-<br />
| colspan="10" | <sup>1</sup> On the Enemy Within DLC the Total values can vary since Seekers and the Mechtoid with Sectoid Commander will deploy in pods of only 2 units, rather than the usual 3 of the higher difficulty levels.<br><sup>2</sup> Abductions only have Soldier pods.<br><sup>3</sup> Terror Sites only have Secondary pods.<br><sup>4</sup> Impossible difficulty has a +1 modifier after randomly determining the mission difficulty. <br />
|}<br />
<br />
===Council missions===<br />
Council [[The Council (EU2012)#Council Missions|missions]] introduce another type of alien deployment besides pods, which is dynamic aliens, or the aliens who fall down from the sky during the mission. Council missions will only include Soldier species (usually Thin Men and some Sectoid, and in one case Mutons) and [[Asset Recovery (EU2012)|Asset Recovery]] type missions will not contain any dynamic aliens. <br />
<br />
If playing with [[Second Wave (EU2012)|Second Wave]]'s '''Marathon''' option, the progression through the months of the number of aliens present during Council missions is delayed as listed below.<br />
{| class="wikitable" width="100%"<br />
|-<br />
| align="center" style="background:#f0f0f0;"|'''Council'''<br />
| colspan="4" align="center" style="background:#f0f0f0;"|'''Easy'''<br />
| colspan="4" align="center" style="background:#f0f0f0;"|'''Normal'''<br />
| colspan="4" align="center" style="background:#f0f0f0;"|'''Classic'''<br />
| colspan="4" align="center" style="background:#f0f0f0;"|'''Impossible'''<br />
|-<br />
! '''Month<br>(Vanilla/Marathon)''' ||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''||Total Pods||Pod Aliens||Dynamic Aliens||'''Total Aliens'''<br />
|- align="center"<br />
| March/March||3||3||2||'''5'''||3||3||2||'''5'''||3||4||3||'''7'''||3||7||4||'''11'''<br />
|- align="center"<br />
| April/April||4||4||2||'''6'''||4||4||2||'''6'''||4||5||4||'''9'''||4||8||6||'''14'''<br />
|- align="center"<br />
| May/June||4||6||2||'''8'''||4||6||2||'''8'''||4||6||5||'''11'''||4||10||6||'''16'''<br />
|- align="center"<br />
| June/August||4||8||3||'''11'''||4||8||3||'''11'''||4||10||6||'''16'''||4||10||6||'''16'''<br />
|- align="center"<br />
| July/October||4||9||4||'''13'''||4||9||4||'''13'''||4||12||6||'''18'''||4||12||6||'''18'''<br />
|- align="center"<br />
| August/December||4||10||6||'''16'''||4||10||6||'''16'''||4||12||6||'''18'''||4||12||6||'''18'''<br />
|}<br />
<br />
===UFOs/Alien Base===<br />
On [[UFOs (EU2012)|UFO]] missions the game introduce the Commander type aliens, deployed as a single Pod, usually located at the bridge of the UFO, although its location can vary, along with Soldier pods in all UFOs, and Secondary pods on the larger alien craft from [[Abductor (EU2012)|Abductor]] upwards.<br />
<br />
The Commander pods composition depends on Storyline progression and their numbers will depend on the size of the UFO. <br />
* Outsiders - 1 alien on Small and Large Scouts, 2-3 aliens on larger UFOs, appear from game start. <br />
* Sectoid Commanders - 2/3 Sectoid Commanders or 1 Sectoid Commander and 1 Mechtoid, appear after the Alien Base is assaulted. <br />
* Ethereals - 1 Ethereal and 1/2 Muton Elites, appear after the Overseer UFO is assaulted. <br />
<br />
{| class="wikitable" width="100%"<br />
| align="center" style="background:#f0f0f0;"|'''Difficulty'''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Easy'''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Normal'''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Classic'''<br />
| colspan="2" align="center" style="background:#f0f0f0;"|'''Impossible'''<br />
|-<br />
! UFO ||Pods||# Aliens<sup>1</sup>||Pods||# Aliens<sup>1</sup>||Pods||# Aliens<sup>1</sup>||Pods||# Aliens<sup>1,4</sup><br />
|- align="center" <br />
| [[Small Scout (EU2012)|Small Scout]] Crashed||3 Soldier||'''4'''<br>''1-3''||3 Soldier||'''4'''<br>''1-3''||3 Soldier||'''4'''<br>''1-3''||3 Soldier||'''4'''<br>''1-3''<br />
|- align="center" <br />
| Small Scout Landed||3 Soldier||'''9'''<br>''1-3''||3 Soldier||'''9'''<br>''1-3''||3 Soldier||'''9'''<br>''1-3''||3 Soldier||9<br>''1-3''<br />
|- align="center" <br />
| [[Large Scout (EU2012)|Large Scout]] Crashed||4 Soldier||'''7-9'''<br>''1-3''||4 Soldier||'''7-9'''<br>''1-3''||4 Soldier||'''7-9'''<br>''1-3''||4 Soldier||'''7-9'''<br>''1-3''<br />
|- align="center" <br />
| Large Scout Landed||4 Soldier||'''10'''<br>''1-3''||4 Soldier||'''10'''<br>''1-3''||4 Soldier||'''10'''<br>''1-3''||4 Soldier||'''12'''<br>''1-3''<br />
|- align="center" <br />
| [[Abductor (EU2012)|Abductor]] Crashed||3 Soldier<br>1 Secondary||'''9'''<br>''2-3''||3 Soldier<br>1 Secondary||'''9'''<br>''2-3''||3 Soldier<br>1 Secondary||'''9'''<br>''2-3''||3 Soldier<br>1 Secondary||'''9'''<br>''2-3''<br />
|- align="center" <br />
| Abductor Landed||3 Soldier<br>1 Secondary||'''12'''<br>''2-3''||3 Soldier<br>1 Secondary||'''12'''<br>''2-3''||3 Soldier<br>1 Secondary||'''12'''<br>''2-3''||3 Soldier<br>1 Secondary||'''12'''<br>''2-3''<br />
|- align="center" <br />
| [[Supply Barge (EU2012)|Supply Barge]] Crashed||4 Soldier<br>3 Secondary||'''9-15'''<br>''2-3''||4 Soldier<br>3 Secondary||'''9-15'''<br>''2-3''||4 Soldier<br>3 Secondary||'''9-15'''<br>''2-3''||4 Soldier<br>3 Secondary||'''10-18'''<br>''2-3''<br />
|- align="center" <br />
| Supply Barge Landed||4 Soldier<br>3 Secondary||'''16'''<br>''2-3''||4 Soldier<br>3 Secondary||'''16'''<br>''2-3''||4 Soldier<br>3 Secondary||'''16'''<br>''2-3''||4 Soldier<br>3 Secondary||'''21'''<br>''2-3''<br />
|- align="center" <br />
| [[Battleship (EU2012)|Battleship]]||7 Soldier<br>4 Secondary||'''20'''<br>''2-3''||7 Soldier<br>4 Secondary||'''20'''<br>''2-3''||7 Soldier<br>4 Secondary||'''20'''<br>''2-3''||7 Soldier<br>4 Secondary||'''26'''<br>''2-3''<br />
|- align="center" <br />
| Alien Base<sup>2</sup> ||4 Soldier<br>4 Secondary||'''21'''<br>''1''||4 Soldier<br>4 Secondary||'''21'''<br>''1''|| 4 Soldier<br>4 Secondary||'''21'''<br>''1''|| 4 Soldier<br>4 Secondary||'''28'''<br>''1''<br />
|- align="center" <br />
| [[Overseer (EU2012)|Overseer]]<sup>3</sup>||1 Soldier<br>2 Secondary||'''7'''<br>''3''||1 Soldier<br>2 Secondary||'''7'''<br>''3''|| 2 Soldier<br>2 Secondary||'''10'''<br>''3''|| 2 Soldier<br>2 Secondary||'''12'''<br>''3''<br />
|-<br />
| colspan="15" | <sup>1</sup> On the # Alien Total column values, Soldier + Secondary totals are in '''bold''', on the Alien base they also include 4 Drone units. Commander Pod numbers appear in ''italics'' (not all confirmed).<br><sup>2</sup> On the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] mission the Command pod consists of a single [[Sectoid Commander (EU2012)|Sectoid Commander]].<br><sup>3</sup> On the Overseer UFO the 2 Secondary pods will be of [[Sectopod (EU2012)|Sectopod]] and [[Heavy Floater (EU2012)|Heavy Floater]] types on Easy/Normal difficulties, while on Classic/Impossible they'll be both made of Sectopods. The Soldier pods will always be [[Muton Elite (EU2012)|Muton Elites]], while the Commmander pod will consist of a single [[Ethereal (EU2012)|Ethereal]] and 2 Muton Elites.<br><sup>4</sup> On the Enemy Within DLC the Total values can vary since Seekers and the Mechtoid with Sectoid Commander will deploy in pods of only 2 units, rather than the usual 3 of Impossible, giving lower numbers than presented.<br />
|}<br />
<br />
===UFO Pod Calculation===<br />
When the game is determining the final number of alien pods (excluding Commander pods) for each UFO it uses a special function (called ProcessPodTypes on XGStrategyAI class at the XComStrategyGame.upk file) that does the following:<br />
* If the value of the total of aliens (the bold value on the # Aliens table column) is bigger than the number of possible pods (on the table as Alien Pods) multiplied by 3, then the total of aliens is reset to be the number of total pods * 3.<br />
* Number of minimum possible pods is defined as the total of aliens / 3.<br />
* If the remaining from the previous condition is different from 0 then it adds 1 to the minimum possible pods.<br />
* Maximum possible pods is equal to total of aliens divided by 2.<br />
* The final total of pods is equal to minimum possible pods + a random number, range going from the value of the maximum possible pods minus the value of the minimum pods and further added with +1.<br />
* If the Alien Pods value is bigger than the final total of pods, remove 1 from the Alien Pods and repeat until they are equal.<br />
<br />
As an example for the Battleship for Impossible difficulty:<br />
* Number of possible pods * 3 = (11*3) = 33, # of Aliens = 26, so check. <br />
* Number of minimum possible pods = 26/3 = 8<br />
* 2 aliens remaining, so number of minimum possible pods increased to 9<br />
* Maximum possible pods = 26/2 = 13<br />
* Final total of pods = 9 + random (13 - 9 + 1 = 3). A Battleship can have between 9 to 12 pods, excluding the Command pod.<br />
<br />
Regarding the Commander pod, the game also applies a specific function:<br />
* For the Small and Large Scouts, it consists of a single [[Outsider (EU2012)|Outsider]], or it can consist 2-3 aliens of the [[Sectoid Commander (EU2012)|Sectoid Commander]]/Ethereal types. (to confirm)<br />
* For the [[Abductor (EU2012)|Abductor]], [[Supply Barge (EU2012)|Supply Barge]] and [[Battleship (EU2012)|Battleship]], it can consist of 3 Outsiders (if landed). If crashed, it will have 2 on Easy/Normal [[Difficulty (EU2012)|difficulties]] or 3 on Classic/Impossible.<br />
<br />
===Sources===<br />
*XGStrategyAI class at the XComStrategyGame.upk game file, Enemy Within DLC latest version. Use [[Talk:Alien_Deployment_(EU2012)|Talk]] page for discussion of specific code.<br />
<br />
==See Also==<br />
* [[Missions (EU2012)|Missions]]<br />
* [[Difficulty (EU2012)|Difficulty]]<br />
<br><br />
{{Aliens (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Sectoid_(EU2012)&diff=85331Talk:Sectoid (EU2012)2017-11-09T17:18:49Z<p>Miteusz: </p>
<hr />
<div>Sorry about my excessive editing of this page, I had a lot of connection problems and tried to get it right as much as possible. --[[User:SuicidalSectoid|SuicidalSectoid]] 20:56, 18 October 2012 (EDT)<br />
<br />
----<br />
<br />
In case you didn't notice I sent you a message on your newly created Talk page - please check this link [[Talk:Main_Page#Disambiguation_of_1993_vs_2012_Entries]] Thanks, [[User:Spike|Spike]] 05:39, 19 October 2012 (EDT)<br />
<br />
== Unlimited ammo ==<br />
<br />
Is there any need to write that aliens have unlimited ammo? Doesn't every alien have unlimited ammo? --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 17:18, 9 November 2017 (UTC)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Seeker_(EU2012)&diff=85330Talk:Seeker (EU2012)2017-11-09T17:18:09Z<p>Miteusz: /* Damage */ new section</p>
<hr />
<div>==Infobox==<br />
I'm not sure on the values but the Defense Column seems a bit off and the Aim only has 3 difficulties? Does anyone know them to correct them?--[[User:Ditto51|Ditto51]] 12:38, 22 November 2013 (EST)<br />
:You can edit the data on any of the Infoboxes just by editing the specific page. [[User:Hobbes|Hobbes]] 14:24, 22 November 2013 (EST)<br />
::I know how to edit the boxes, I just wasn't sure about the values--[[User:Ditto51|Ditto51]] 14:27, 22 November 2013 (EST)<br />
<br />
== "Catching Breath" and "Overwatch" ==<br />
<br />
Has anyone else noticed that despite having just been saved from Strangulation their soldiers are still able to pull of Overwatch shots during the alien's turn or am I just really lucky? THe two soldiers were my main sniper with lots of buffs and the other was a basic sniper who had only just been sent on his first mission after promotion--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 12:03, 16 April 2014 (EDT)<br />
<br />
Something else I noticed is that if a soldier is in low cover from one direction and high from the other, their shield can alternate between the two different areas. This could just be because it is showing you both covers but it could also be based on where a nearby alien (ie. a cloaked Seeker) is, so if it is showing the low cover sign it is in the low cover direction and high cover shield means it is in the high cover's general direction. I could be wrong but it just seems like a weird thing to happen anyway--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 15:30, 17 April 2014 (EDT)<br />
<br />
== Damage ==<br />
<br />
Are you sure that damage is 3-5? It doesn't seem right when looking at critical damage. --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 17:18, 9 November 2017 (UTC)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Sectoid_(EU2012)&diff=85329Talk:Sectoid (EU2012)2017-11-09T17:14:47Z<p>Miteusz: /* Unlimited ammo */ new section</p>
<hr />
<div>Sorry about my excessive editing of this page, I had a lot of connection problems and tried to get it right as much as possible. --[[User:SuicidalSectoid|SuicidalSectoid]] 20:56, 18 October 2012 (EDT)<br />
<br />
----<br />
<br />
In case you didn't notice I sent you a message on your newly created Talk page - please check this link [[Talk:Main_Page#Disambiguation_of_1993_vs_2012_Entries]] Thanks, [[User:Spike|Spike]] 05:39, 19 October 2012 (EDT)<br />
<br />
== Unlimited ammo ==<br />
<br />
Is there any need to write that aliens have unlimited ammo? Doesn't every alien have unlimited ammo?</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&diff=85328Thin Man (EU2012)2017-11-09T17:11:51Z<p>Miteusz: Damage -> Base Damage</p>
<hr />
<div>[[Image:Thin Man 2 (EU2012).png|right|300px|Thin Man]]<br />
<br />
The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, Thin Men are responsible for handling the more secretive operations of the alien invasion, although some aren't exactly subtle, such as planting huge alien bombs in the middle of urban centres. Their human-like appearance doesn't fool XCOM troops, who have no trouble identifying Thin Men as hostiles.<br />
<br />
Thin Men are one of the deadliest units in the early game. They have increased accuracy and mobility, making them ideal for long-range sniping at your soldiers while moving to outflank them. Their Leap ability allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. This can be very dangerous against [[Sniper (EU2012)|Snipers]] who are unable to fire.<br />
Against soldiers in high cover, they'll make use of their Poison Spit to reduce their aim, mobility and possibly causing them to panic. Even upon their death they can be dangerous since they'll release a poison cloud that can affect any soldier that moves through it. <br />
<br />
<br clear="all"><br />
==Info==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Thin Man 1 (EU2012).png|150px]]<br />
|appears=March (Council missions)<br>April (all other)<br />
|hp=3/3/4/6<br />
|aim=65/65/75/75<br />
|defense=0<br />
|will=15<br />
|move=15<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Thin Man Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[Thin Man Light Rifle (EU2012)|Thin Man Light Plasma Rifle]] || 4-6 || 7 or 9 || 10<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Thin Man Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_POISON.png|24px]]<br>'''Poison Spit'''|| ''Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.''<br />
|- align="center" <br />
| [[File:ALIEN_LEAP.png|24px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''<br />
|-<br />
|}<br />
<br />
''' Notes'''<br />
* Thin Men start appearing on April on Abduction and UFO missions, but they can also be encountered in March during Council missions. <br />
*On Easy and Normal [[Difficulty (EU2012)|difficulties]], Thin Men deal less 2 [[Damage (EU2012)|damage]] than normal.<br />
*Poison Spit damages [[Soldiers (EU2012)|soldiers]] by 20% and damages their health by one point each turn, and can be active up to 3 turns. Soldiers equipped with [[Titan Armor (EU2012)|Titan Armor]] or a Medikit are immune (even if the Medikit has no more uses left). Other soldiers can be cured by using a [[Medikit (EU2012)|Medikit]] on them.<br />
** Also, upon dying, the Thin Man will explode, leaving a poisonous cloud that will poison any soldiers that move within it and voiding a small area of cover.<br />
*If killed during a successful mission a [[Thin Man Corpse (EU2012)|Thin Man Corpse]] will be recovered.<br />
** Researching Thin Men corpses will unlock the [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] Foundry project and, in the EW DLC, the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] gene mod and the [[Gas Grenade (EU2012)|Gas Grenade]].<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Thin Man (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research all UFO Technology ([[UFO Flight Computer (EU2012)|Alien Nav Computer]] and [[UFO Power Source (EU2012)|UFO Power Source]]).<br />
** Capturing a Thin Man will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched. <br />
==Trivia==<br />
*The Thin Men are one of the few aliens in Enemy Unknown 2012 that do not have a direct 1994 equivalent. However, their reptilian origin suggests a conceptual link to the [[Snakeman|Snakemen]].<br />
** And with [[XCOM2]] confirming that they are an altered race based on the [[Viper_(XCOM2)|Vipers]], this species is, literally, based on Snakemen.<br />
*Thin Men are caricatures of [[Sid Meier (EU2012)|Sid Meier]], head of Firaxis. He has a history of showing up in games by Firaxis.<br />
<br><br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Muton_(EU2012)&diff=85327Muton (EU2012)2017-11-09T17:10:02Z<p>Miteusz: Damage -> Base Damage</p>
<hr />
<div>{{OriginalVersion (EU2012)}}<br />
{{BureauVersion (EU2012)}}<br />
[[Image:Muton 2 (EU2012).png|300px|right|Muton]]<br />
Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they'll charge most of the time but they'll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM [[Soldiers (EU2012)|soldiers]]. In many ways, Mutons are the dark twin to human infantry, and are bane of XCOM: You would do well to exercise extreme caution wherever Muton soldiers may be present.<br />
<br />
These brutal beasts can destroy the often ill equipped XCOM [[Squads (EU2012)|squads]] near the beginning of the game - without Laser weapons and [[Carapace Armour (EU2012)|Carapace Armor]] you will be hard pressed to win against them. Mutons will be the first aliens you encounter with grenades, which they will not hesitate to use if you have two soldiers together, however regular Mutons do not have the Bombard ability, so cannot throw their [[Alien Grenade (EU2012)|grenades]] any further than normal. The first month you encounter them they will be armed with [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]], but in subsequent months will upgrade to medium [[Plasma Rifle (EU2012)|Plasma Rifles]] and will appear far more frequently in tactical missions.<br />
<br />
Mutons are very susceptible to psionic attacks, and once you have access to Mind Control can be as much of an asset to you as to the enemy.<br />
<br />
<br clear="all"><br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Muton 1 (EU2012).png|150px]]<br />
|appears=May<br>June (Marathon)<br />
|hp=8/8/10/10<br />
|aim=70/70/80/80<br />
|defense=10<br />
|will=10<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Muton Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[Muton Light Plasma Rifle (EU2012)|Muton Light Plasma Rifle]]|| 4-6 || 7 or 9 || 10 <br />
|- align="center"<br />
| [[Muton Plasma Rifle (EU2012)|Muton Plasma Rifle]]|| 6-8 || 10 or 12 ||10 <br />
|- align="center"<br />
| [[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || NA || NA <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Muton Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BLOODCALL.png|24px]]<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 turns cooldown.''<br>Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.<br />
|- align="center" <br />
| [[File:ALIEN_INTIMIDATE.png|24px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.''<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
* They carry Light Plasma Rifles on first month they appear (May on vanilla, June on Marathon), and Plasma Rifles after that month (June on vanilla, August on Marathon).<br />
**The exception being that Mutons in [[Slingshot_DLC_(EU2012)|Slingshot]] will always have Plasma Rifles.<br />
*If killed during a successful mission a [[Muton Corpse (EU2012)|Muton Corpse]] will be recovered.<br />
** Researching Muton corpses will unlock the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Muton (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research all Plasma weaponry.<br />
** Capturing a Muton will also recover intact its Light Plasma Rifle or Plasma Rifle, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.<br />
<br />
==Trivia==<br />
* When completing the Plasma Rifle research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia [[Muton]] graphic.<br />
* Not to be confused with [[Mutton]].<br />
<br><br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Heavy_Floater_(EU2012)&diff=85326Heavy Floater (EU2012)2017-11-09T17:09:34Z<p>Miteusz: Damage -> Base Damage</p>
<hr />
<div>[[Image:Heavy Floater 2 (EU2012).png|right|300px|Heavy Floater]]<br />
<br />
Tough. Accurate. Mobile. Deadly.<br />
Heavy Floaters are hulking monsters, with a ton of health and a powerful degree of firepower to match. Flank attacks from these hovering horrors usually end in a tough fight and a lot of corpses. If these corpses turn out to belong to the Aliens or XCOM soldiers is up to the XCOM Commander and a little bit of luck.<br />
<br />
While ordinary [[Floater (EU2012)|Floaters]] may seem dumb or reckless and are easily dealt with, these larger counterparts are smarter, tougher to kill and will coordinate their attacks better against your soldiers. At higher [[Difficulty (EU2012)|difficulty]] levels these aliens are addicted to using [[Alien Grenade (EU2012)|alien grenades]] to blow up your soldiers' cover. And if your units are behind indestructible cover they'll just keep lobbying grenades, so be aware. <br />
<br clear="all"><br />
<br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Heavy Floater 1 (EU2012).png|150px]]<br />
|appears=August<br>December (Marathon)<br />
|hp=12/12/14/16<br />
|aim=70/70/80/80<br />
|defense=10<br />
|will=25<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Heavy Floater armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Heavy Floater Plasma Rifle]]|| align="center" | 6-8 || align="center" | 10 or 12 || align="center" | 10 <br />
|-<br />
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5 || align="center" | NA || align="center" | NA <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Heavy Floater Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|24px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>Heavy Floaters have 35 fuel. <br />
|- align="center" <br />
| [[File:ALIEN_LAUNCH.png|24px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.''<br>Will end the Heavy Floater's turn. <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|24px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BOMBARD.png|24px]]<br>'''Bombard'''|| ''Throw or launch grenades over exceptionally long distances.''<br />
|}<br />
'''Abilities'''<br />
* '''Suppression''': Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 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 />
* '''Flight''': Has 35 fuel.<br />
* '''Evasion''': Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.<br />
<br />
'''Notes'''<br />
* Heavy Floaters are always considered to have at least half 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 receive the best cover.<br />
** Researching Heavy Floater corpses will unlock the [[Foundry (EU2012)#Advanced Repair|Advanced Repair]] Foundry project.<br />
*If killed during a successful mission a [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]] will be recovered.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Heavy Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Flight technologies.<br />
** Capturing a Heavy Floater will also recover intact its Light Plasma Rifle or Plasma Rifle, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.<br />
*Heavy Floaters first appearance will commonly be on the first [[Supply_Barge_(EU2012)|Supply Barge]] that you raid.<br />
<br />
== Trivia ==<br />
* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together. Recovering an Heavy Floater corpse on EW will also provide a small quantity of Meld. <br />
<br><br />
{{Aliens (EU2012)}}<br />
{{EU2012 Style}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Berserker_(EU2012)&diff=85325Berserker (EU2012)2017-11-09T17:09:08Z<p>Miteusz: Damage -> Base Damage</p>
<hr />
<div>[[Image:Berserker 2 (EU2012).png|right|300px|Muton Berserker]]<br />
A hulking monstrosity, Muton Berserkers are modified [[Muton (EU2012)|Mutons]] who are consumed by a constant seething rage and hatred for all things human. They are given very tough armor in order to survive focus fire that usually comes their way.<br />
<br />
Instead of a gun these Mutons are given fist mounted blades that can tear even the toughest [[Soldiers (EU2012)|soldiers]] to shreds. Instead of reaction fire, Muton Berserkers will run (during your turn) after the last unit that shot them, ready to shear them up next turn. Kill them quickly, as an instant death at their hands is a looming occurrence for any soldiers that stand in their way. They do tend to run straight into ambushes though, keeping your squad on overwatch can severely weaken or even kill Berserkers as soon as they are within firing range. Laser weapons are often enough to kill Berserkers but you will need extremely tough armour ([[Titan Armor (EU2012)|Titan Armor]] is enough to barely survive their blades) or [[Chitin Plating (EU2012)|Chitin Plating]] in order to survive surprise attacks from these titanic terrors.<br />
<br clear="all"><br />
<br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Berserker (EU2012).png|150px]]<br />
|appears=July<br>October (Marathon)<br />
|hp=20/20/20/25<br />
|aim=Melee<br />
|defense=20<br />
|will=80<br />
|move=17<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Berserker Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| Muton Blade|| 8-10 || 13 or 15 || 33<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Berserker Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|24px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|- align="center" <br />
| [[File:ALIEN_INTIMIDATE.png|24px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.''<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.<br />
|- align="center" <br />
| [[File:ALIEN_BLOODLUST.png|24px]]<br>'''Bloodlust'''|| ''Allows the Berserker to charge an enemy that wounds it.''<br />
|- align="center" <br />
| |[[File:ALIEN_BULLRUSH.png|24px]]<br>'''Bull Rush'''|| ''Charge in a straight line through cover to unleash a devastating melee attack''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
* Berserkers will first appear on July (vanilla) or October (Marathon). <br />
* On Classic and Impossible difficulties the damage of the Muton Blade is increased by +1 and +3, respectively. <br />
*If killed during a successful mission a [[Berserker Corpse (EU2012)|Berserker Corpse]] will be recovered.<br />
** Researching a Berserker Corpse will unlock the [[Combat Stims (EU2012)|Combat Stims]] item. On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], it will also unlock the [[Gene Mods (EU2012)#Neural Dampening|Neural Dampening]] gene mod.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Berserker (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research advanced armors ([[Titan Armor (EU2012)|Titan Armor]] upwards). <br />
==Trivia==<br />
* The red armor of the Berserkers and Elites may be referencing the Red-Suited Commander Muton (AKA Mr. Angry Red Suit), only seen during the intro of the 1994 game.<br />
<br />
<br />
{{Aliens (EU2012)}}<br />
{{EU2012 Style}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Muton_Elite_(EU2012)&diff=85324Muton Elite (EU2012)2017-11-09T17:08:47Z<p>Miteusz: Damage -> Base Damage</p>
<hr />
<div>[[Image:Elite Muton 2 (EU2012).png|right|300px|Muton Elite]]<br />
<br />
Muton Elites are upgraded versions of regular [[Muton (EU2012)|Mutons]], with better stats and carrying heavier armor and a [[Heavy Plasma (EU2012)|Heavy Plasma]] and [[Alien Grenade (EU2012)|Alien Grenades]]. They're one of the last aliens to be encountered and will always be present in the [[Overseer (EU2012)|Overseer UFO]] mission, escorting the [[Ethereal (EU2012)|Ethereal]] present at the UFO's bridge. <br />
<br />
In addition to their improved stats over regular Mutons, Elites have an innate +20 Defense (+30 on Classic/Impossible), which turns them into a bigger pain to kill. <br />
<br />
Although Muton Elites don't have the '''Blood Call''' ability of regular Mutons, they'll receive its bonuses if any of their lesser cousins is present and decides to use it. <br />
<br />
<br clear="all"><br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Elite Muton (EU2012).png|150px]]<br />
|appears=September<br>February (Marathon)<br>Overseer UFO<br />
|hp=14/14/14/18<br />
|HPEnemy Within=14/14/18/20<br />
|aim=80/80/90/100<br />
|defense=20/20/30/30<br />
|will=20<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Muton Elite Armaments<br />
|- <br />
!! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[Muton Heavy Plasma Rifle (EU2012)|Muton Elite Heavy Plasma]]|| 8-10 || 13 or 15 ||10<br />
|- align="center"<br />
| [[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || NA || NA <br />
|-<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Muton Elite Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BOMBARD.png|24px]]<br>'''Bombard'''|| ''Throw or launch grenades over exceptionally long distances.''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*Muton Elites start appearing in September (vanilla) or February (Marathon).<br />
*If killed during a successful mission a [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]] will be recovered.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Muton Elite (EU2012)|interrogated]] afterwards, they will provide a [[Research (EU2012)#Research Credits|bonus reduction]] on All Weapons technology.<br />
** Capturing a Muton Elite will also recover intact its Heavy Plasma, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], Muton Elites have 18 Health points on Classic difficulty and 20 HPs on Impossible.<br />
<br />
==Trivia==<br />
* The red armor of the [[Berserker (EU2012)|Berserkers]] and Elites may be referencing the Red-Suited Commander Muton (AKA Mr. Angry Red Suit), only seen during the intro of the 1994 game.<br />
<br />
<br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Heavy_Floater_(EU2012)&diff=85323Heavy Floater (EU2012)2017-11-09T17:05:48Z<p>Miteusz: added critical damage</p>
<hr />
<div>[[Image:Heavy Floater 2 (EU2012).png|right|300px|Heavy Floater]]<br />
<br />
Tough. Accurate. Mobile. Deadly.<br />
Heavy Floaters are hulking monsters, with a ton of health and a powerful degree of firepower to match. Flank attacks from these hovering horrors usually end in a tough fight and a lot of corpses. If these corpses turn out to belong to the Aliens or XCOM soldiers is up to the XCOM Commander and a little bit of luck.<br />
<br />
While ordinary [[Floater (EU2012)|Floaters]] may seem dumb or reckless and are easily dealt with, these larger counterparts are smarter, tougher to kill and will coordinate their attacks better against your soldiers. At higher [[Difficulty (EU2012)|difficulty]] levels these aliens are addicted to using [[Alien Grenade (EU2012)|alien grenades]] to blow up your soldiers' cover. And if your units are behind indestructible cover they'll just keep lobbying grenades, so be aware. <br />
<br clear="all"><br />
<br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Heavy Floater 1 (EU2012).png|150px]]<br />
|appears=August<br>December (Marathon)<br />
|hp=12/12/14/16<br />
|aim=70/70/80/80<br />
|defense=10<br />
|will=25<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Heavy Floater armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Heavy Floater Plasma Rifle]]|| align="center" | 6-8 || align="center" | 10 or 12 || align="center" | 10 <br />
|-<br />
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5 || align="center" | NA || align="center" | NA <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Heavy Floater Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|24px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>Heavy Floaters have 35 fuel. <br />
|- align="center" <br />
| [[File:ALIEN_LAUNCH.png|24px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.''<br>Will end the Heavy Floater's turn. <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|24px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BOMBARD.png|24px]]<br>'''Bombard'''|| ''Throw or launch grenades over exceptionally long distances.''<br />
|}<br />
'''Abilities'''<br />
* '''Suppression''': Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 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 />
* '''Flight''': Has 35 fuel.<br />
* '''Evasion''': Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.<br />
<br />
'''Notes'''<br />
* Heavy Floaters are always considered to have at least half 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 receive the best cover.<br />
** Researching Heavy Floater corpses will unlock the [[Foundry (EU2012)#Advanced Repair|Advanced Repair]] Foundry project.<br />
*If killed during a successful mission a [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]] will be recovered.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Heavy Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Flight technologies.<br />
** Capturing a Heavy Floater will also recover intact its Light Plasma Rifle or Plasma Rifle, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.<br />
*Heavy Floaters first appearance will commonly be on the first [[Supply_Barge_(EU2012)|Supply Barge]] that you raid.<br />
<br />
== Trivia ==<br />
* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together. Recovering an Heavy Floater corpse on EW will also provide a small quantity of Meld. <br />
<br><br />
{{Aliens (EU2012)}}<br />
{{EU2012 Style}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Sectoid_Commander_(EU2012)&diff=85322Sectoid Commander (EU2012)2017-11-09T16:55:51Z<p>Miteusz: Sectoid deals 2-4 damage, not 3-5</p>
<hr />
<div>[[Image:Sectoid Commander 2 (EU2012).png|right|300px|Sectoid Commander]]<br />
<br />
The Sectoid Commander makes a non-interactive appearance in the tutorial mission if you have it enabled, but your first proper Sectoid Commander encounter will be in the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]]. After that, they will be at the helm of [[UFOs (EU2012)|UFOs]] right up until you assault the [[Overseer (EU2012)|Overseer UFO]], at which point they are permanently replaced by [[Ethereal (EU2012)|Ethereals]].<br />
These aliens have the ability to mind control your soldiers and after the alien base assault they will always deploy in groups of 2 or 3. Allowing them to live throughout the alien turn can be an extremely dangerous (and deadly) experience due to their psionic powers. <br />
<br />
In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] DLC: once 'unlocked' in the Alien Base Assault, they will still make regular appearances, with one (often also with a regular [[Sectoid (EU2012)|Sectoid]]) or two combined with a [[Mechtoid (EU2012)|Mechtoid]], even after the [[Psi Link (EU2012)|Ethereal Device]] is captured.<br />
<br clear="all"><br />
<br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Sectoid Commander 1 (EU2012).png|150px]]<br />
|appears=Alien Base<br />
|hp=10/10/14/14<br />
|aim=85/85/95/95<br />
|defense=20<br />
|will=90/90/115/125<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Sectoid Commander Armaments<br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || 2-4 || 4 or 6 || 0 || Unlimited ammo<br />
|- align="center" <br />
| [[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || NA || NA || NA<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Sectoid Commander Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:PSIONIC_MINDFRAY.png|24px]]<br>'''Mind Fray'''|| ''Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center" <br />
| [[File:PSIONIC MINDCONTROL.png|24px]]<br>'''Mind Control''' || ''Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.''<br />
|- align="center" <br />
| [[File:PSIONIC PANIC.png|24px]]<br>'''Psi Panic''' || ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|- align="center" <br />
| [[File:PSIONIC_GREATERMINDMERGE.png|24px]]<br>'''Greater Mind Merge''' || ''Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], Sectoid Commanders can also Mind Merge with [[Mechtoid (EU2012)|Mechtoids]] giving them a 6 HP shield that reduces all incoming damage by 50%. If the Commander is killed, the Mechtoid's shield will be deactivated and it will receive 3 damage points.<br />
* Mechtoids with Sectoid Commanders will appear in July (vanilla) or October (Marathon).<br />
*[[Suppression (EU2012)|Suppressing]] or using Disabling Shot on these aliens is very likely to make them use Mind Control on your soldiers, so be aware!<br />
*On the other hand, leaving a soldier exposed to them can be a lot less dangerous since they'll be more likely to fire their Plasma Pistols instead at the soldier than mind controlling him/her.<br />
*[[S.H.I.V. (EU2012)|S.H.I.V.s]] can be one of the best units against these aliens since they can't be mind controlled by them. <br />
*If killed during a successful mission a [[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]] will be recovered.<br />
** On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], researching a Sectoid Commander corpse will unlock the [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]] gene mod and the [[Mimic Beacon (EU2012)|Mimic Beacon]].<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Sectoid Commander (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required for Psionic research.<br />
** Capturing a Sectoid Commander will also recover intact its Plasma Pistol, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.<br />
==Trivia==<br />
*A Sectoid Commander may be seen on the Tutorial mission where it is mind controlling the German solder.<br />
*In the Game Over cutscene, the Council Representative (mind controlled by a Sectoid Commander) announces the shutdown of XCOM while a [[Thin Man (EU2012)|Thin Man]] grasps his shoulder. This may be a reference to earlier games, where it is implied that withdrawn countries are thusly easily infiltrated, then Mind Control techniques are used on their leaders and populace.<br />
<br><br />
{{Aliens (EU2012)}}<br />
{{EU2012 Style}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Sectoid_(EU2012)&diff=85321Sectoid (EU2012)2017-11-09T16:54:18Z<p>Miteusz: Sectoid deals 2-4 damage, not 3-5</p>
<hr />
<div>{{OriginalVersion (EU2012)}}<br />
{{BureauVersion (EU2012)}}<br />
[[File:Sectoid 2 (EU2012).png|300px|right|Sectoid]]<br />
The Sectoids are a small, grey alien race. Every Sectoid is a perfect genetic copy but some are chosen to command the pack with deadly psionic abilities. They are augmented with cybernetic implants to support their frail physiques in combat situations. They are usually the first alien species encountered in combat by [[XCOM (EU2012)|XCOM]]'s ground forces. Sectoids can be found throughout the entire campaign, although they'll appear less and less as more advanced alien races are deployed. <br />
<br />
Sectoids are physically feeble. However, these little grey aliens are proficient in the use of deadly psionic powers to merge minds with their brethren and improve their health, accuracy and [[Critical Hits (EU2012)|critical chance]]. <br />
<br />
Their tactics will change according to their numbers: while a lone Sectoid will usually retreat when outnumbered and prefer instead to conduct Overwatch ambushes, they'll also press forward and try to outflank your soldiers when several of them are active. <br />
<br />
You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Targeting Boost module for your [[Interceptor (EU2012)|Interceptors]]. <br />
<br />
<br />
<br clear="all"><br />
==Info==<br />
{{Unit Stat Box (EU2012)<br />
|appears=March<br />
|picture=[[File:Sectoid (EU2012).png|125px]]<br />
|hp=3/3/3/4<br />
|aim=65/65/75/75<br />
|defense=0<br />
|will=10<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Sectoid Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || 2-4 || 4 or 6 || 0 || Unlimited ammo<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Sectoid Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|-align="center" <br />
| [[File:PSIONIC MINDMERGE.png|24px]]<br>'''Mind Merge''' || ''Psionically assist an ally, granting the ally an array of stat bonuses.''<br>The Sectoid receiving Mind Merge will have +1 HP, +25 Will and +25 Critical Chance. <br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
* Mind Merge also functions as a Sectoid [[Medikit (EU2012)|Medikit]] since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.<br />
** If the Sectoid performing Mind Merge is killed, the other Sectoid will also be killed. <br />
** On the Enemy Within DLC, Sectoids can also Mind Merge with [[Mechtoid (EU2012)|Mechtoids]] giving them a 6 HP shield that reduces all incoming damage by 50%. If the Sectoid is killed, the Mechtoid's shield will be deactivated and it will receive 3 damage points. <br />
*If killed during a successful mission a [[Sectoid Corpse (EU2012)|Sectoid Corpse]] will be recovered.<br />
* After finishing [[Sectoid Autopsy (EU2012)|Sectoid Autopsy]] research, their corpses can be used to create [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting]] modules to be used by interceptor craft.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Sectoid (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research [[Weapon Fragments (EU2012)|Weapon Fragments]] and all laser projects.<br />
** Capturing a Sectoid will also recover intact its Plasma Pistol, which can be used later by your troops after it's researched. <br />
<br />
==Trivia== <br />
*When completing the [[Laser Rifle (EU2012)|Laser Rifle]] research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia [[Sectoid]] graphic.<br />
*An image of the original game's Sectoid can also be seen on the arcade game present on the [[Bar (EU2012)|Bar]] map. <br />
<br><br />
{{Aliens (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Muton_Elite_(EU2012)&diff=85204Muton Elite (EU2012)2017-09-10T14:43:39Z<p>Miteusz: Muton Elite Heavy Plasma</p>
<hr />
<div>[[Image:Elite Muton 2 (EU2012).png|right|300px|Muton Elite]]<br />
<br />
Muton Elites are upgraded versions of regular [[Muton (EU2012)|Mutons]], with better stats and carrying heavier armor and a [[Heavy Plasma (EU2012)|Heavy Plasma]] and [[Alien Grenade (EU2012)|Alien Grenades]]. They're one of the last aliens to be encountered and will always be present in the [[Overseer (EU2012)|Overseer UFO]] mission, escorting the [[Ethereal (EU2012)|Ethereal]] present at the UFO's bridge. <br />
<br />
In addition to their improved stats over regular Mutons, Elites have an innate +20 Defense (+30 on Classic/Impossible), which turns them into a bigger pain to kill. <br />
<br />
Although Muton Elites don't have the '''Blood Call''' ability of regular Mutons, they'll receive its bonuses if any of their lesser cousins is present and decides to use it. <br />
<br />
<br clear="all"><br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Elite Muton (EU2012).png|150px]]<br />
|appears=September<br>February (Marathon)<br>Overseer UFO<br />
|hp=14/14/14/18<br />
|HPEnemy Within=14/14/18/20<br />
|aim=80/80/90/100<br />
|defense=20/20/30/30<br />
|will=20<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Muton Elite Armaments<br />
|- <br />
!! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[Muton Heavy Plasma Rifle (EU2012)|Muton Elite Heavy Plasma]]|| 8-10 || 13 or 15 ||10<br />
|- align="center"<br />
| [[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || NA || NA <br />
|-<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Muton Elite Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BOMBARD.png|24px]]<br>'''Bombard'''|| ''Throw or launch grenades over exceptionally long distances.''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*Muton Elites start appearing in September (vanilla) or February (Marathon).<br />
*If killed during a successful mission a [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]] will be recovered.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Muton Elite (EU2012)|interrogated]] afterwards, they will provide a [[Research (EU2012)#Research Credits|bonus reduction]] on All Weapons technology.<br />
** Capturing a Muton Elite will also recover intact its Heavy Plasma, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], Muton Elites have 18 Health points on Classic difficulty and 20 HPs on Impossible.<br />
<br />
==Trivia==<br />
* The red armor of the [[Berserker (EU2012)|Berserkers]] and Elites may be referencing the Red-Suited Commander Muton (AKA Mr. Angry Red Suit), only seen during the intro of the 1994 game.<br />
<br />
<br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Heavy_Floater_(EU2012)&diff=85203Heavy Floater (EU2012)2017-09-10T14:36:21Z<p>Miteusz: Heavy Floater Plasma Rifle, damage corrected</p>
<hr />
<div>[[Image:Heavy Floater 2 (EU2012).png|right|300px|Heavy Floater]]<br />
<br />
Tough. Accurate. Mobile. Deadly.<br />
Heavy Floaters are hulking monsters, with a ton of health and a powerful degree of firepower to match. Flank attacks from these hovering horrors usually end in a tough fight and a lot of corpses. If these corpses turn out to belong to the Aliens or XCOM soldiers is up to the XCOM Commander and a little bit of luck.<br />
<br />
While ordinary [[Floater (EU2012)|Floaters]] may seem dumb or reckless and are easily dealt with, these larger counterparts are smarter, tougher to kill and will coordinate their attacks better against your soldiers. At higher [[Difficulty (EU2012)|difficulty]] levels these aliens are addicted to using [[Alien Grenade (EU2012)|alien grenades]] to blow up your soldiers' cover. And if your units are behind indestructible cover they'll just keep lobbying grenades, so be aware. <br />
<br clear="all"><br />
<br />
== Info ==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Heavy Floater 1 (EU2012).png|150px]]<br />
|appears=August<br>December (Marathon)<br />
|hp=12/12/14/16<br />
|aim=70/70/80/80<br />
|defense=10<br />
|will=25<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Heavy Floater armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Heavy Plasma (EU2012)|Heavy Floater Plasma Rifle]]|| align="center" | 6-8 || align="center" | 10 <br />
|-<br />
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5 || align="center" | 0 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Heavy Floater Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|24px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>Heavy Floaters have 35 fuel. <br />
|- align="center" <br />
| [[File:ALIEN_LAUNCH.png|24px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.''<br>Will end the Heavy Floater's turn. <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|24px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BOMBARD.png|24px]]<br>'''Bombard'''|| ''Throw or launch grenades over exceptionally long distances.''<br />
|}<br />
'''Abilities'''<br />
* '''Suppression''': Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 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 />
* '''Flight''': Has 35 fuel.<br />
* '''Evasion''': Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.<br />
<br />
'''Notes'''<br />
* Heavy Floaters are always considered to have at least half 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 receive the best cover.<br />
** Researching Heavy Floater corpses will unlock the [[Foundry (EU2012)#Advanced Repair|Advanced Repair]] Foundry project.<br />
*If killed during a successful mission a [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]] will be recovered.<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Heavy Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Flight technologies.<br />
** Capturing a Heavy Floater will also recover intact its Light Plasma Rifle or Plasma Rifle, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.<br />
*Heavy Floaters first appearance will commonly be on the first [[Supply_Barge_(EU2012)|Supply Barge]] that you raid.<br />
<br />
== Trivia ==<br />
* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together. Recovering an Heavy Floater corpse on EW will also provide a small quantity of Meld. <br />
<br><br />
{{Aliens (EU2012)}}<br />
{{EU2012 Style}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&diff=85202Thin Man (EU2012)2017-09-10T14:30:03Z<p>Miteusz: Thin Man Light Plasma Rifle</p>
<hr />
<div>[[Image:Thin Man 2 (EU2012).png|right|300px|Thin Man]]<br />
<br />
The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, Thin Men are responsible for handling the more secretive operations of the alien invasion, although some aren't exactly subtle, such as planting huge alien bombs in the middle of urban centres. Their human-like appearance doesn't fool XCOM troops, who have no trouble identifying Thin Men as hostiles.<br />
<br />
Thin Men are one of the deadliest units in the early game. They have increased accuracy and mobility, making them ideal for long-range sniping at your soldiers while moving to outflank them. Their Leap ability allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. This can be very dangerous against [[Sniper (EU2012)|Snipers]] who are unable to fire.<br />
Against soldiers in high cover, they'll make use of their Poison Spit to reduce their aim, mobility and possibly causing them to panic. Even upon their death they can be dangerous since they'll release a poison cloud that can affect any soldier that moves through it. <br />
<br />
<br clear="all"><br />
==Info==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Thin Man 1 (EU2012).png|150px]]<br />
|appears=March (Council missions)<br>April (all other)<br />
|hp=3/3/4/6<br />
|aim=65/65/75/75<br />
|defense=0<br />
|will=15<br />
|move=15<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Thin Man Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[Thin Man Light Rifle (EU2012)|Thin Man Light Plasma Rifle]] || 4-6 || 7 or 9 || 10<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Thin Man Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_POISON.png|24px]]<br>'''Poison Spit'''|| ''Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.''<br />
|- align="center" <br />
| [[File:ALIEN_LEAP.png|24px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''<br />
|-<br />
|}<br />
<br />
''' Notes'''<br />
* Thin Men start appearing on April on Abduction and UFO missions, but they can also be encountered in March during Council missions. <br />
*On Easy and Normal [[Difficulty (EU2012)|difficulties]], Thin Men deal less 2 [[Damage (EU2012)|damage]] than normal.<br />
*Poison Spit damages [[Soldiers (EU2012)|soldiers]] by 20% and damages their health by one point each turn, and can be active up to 3 turns. Soldiers equipped with [[Titan Armor (EU2012)|Titan Armor]] or a Medikit are immune (even if the Medikit has no more uses left). Other soldiers can be cured by using a [[Medikit (EU2012)|Medikit]] on them.<br />
** Also, upon dying, the Thin Man will explode, leaving a poisonous cloud that will poison any soldiers that move within it and voiding a small area of cover.<br />
*If killed during a successful mission a [[Thin Man Corpse (EU2012)|Thin Man Corpse]] will be recovered.<br />
** Researching Thin Men corpses will unlock the [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] Foundry project and, in the EW DLC, the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] gene mod and the [[Gas Grenade (EU2012)|Gas Grenade]].<br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Thin Man (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research all UFO Technology ([[UFO Flight Computer (EU2012)|Alien Nav Computer]] and [[UFO Power Source (EU2012)|UFO Power Source]]).<br />
** Capturing a Thin Man will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched. <br />
==Trivia==<br />
*The Thin Men are one of the few aliens in Enemy Unknown 2012 that do not have a direct 1994 equivalent. However, their reptilian origin suggests a conceptual link to the [[Snakeman|Snakemen]].<br />
** And with [[XCOM2]] confirming that they are an altered race based on the [[Viper_(XCOM2)|Vipers]], this species is, literally, based on Snakemen.<br />
*Thin Men are caricatures of [[Sid Meier (EU2012)|Sid Meier]], head of Firaxis. He has a history of showing up in games by Firaxis.<br />
<br><br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Floater_(EU2012)&diff=85201Floater (EU2012)2017-09-10T14:25:18Z<p>Miteusz: Floater Light Plasma Rifle</p>
<hr />
<div>{{OriginalVersion (EU2012)}}<br />
[[Image:Floater 2 (EU2012).png|right|300px|Floater]]<br />
A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the original, these Floaters fly with powerful jet powered packs integrated into their bodies. They have pretty weak armour but they are very fast and agile. Their mobility makes them ideal for flanking.<br />
<br />
They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their Launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.<br />
<br />
Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.<br />
<br />
You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] module for your [[Interceptor (EU2012)|Interceptors]].<br />
<br clear="all"><br />
<br />
==Info==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Floater 1 (EU2012).png|150px]]<br />
|appears=April<br />
|hp=4/4/4/6<br />
|aim=50/50/60/60<br />
|defense=0<br />
|will=10<br />
|move=12<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Floater Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| |[[Floater Light Rifle (EU2012)|Floater Light Plasma Rifle]]|| 4-6 || 7 or 9 || 10<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Floater Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|24px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>Floaters have 35 fuel. <br />
|- align="center" <br />
| [[File:ALIEN_LAUNCH.png|24px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.''<br> Will end the Floater's turn. <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|24px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|}<br />
<br />
'''Notes'''<br />
* Floaters start appearing on April.<br />
* Floaters are always considered to have at least half 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 receive the best cover.<br />
*If killed during a successful mission a [[Floater Corpse (EU2012)|Floater Corpse]] will be recovered.<br />
* After finishing [[Floater Autopsy (EU2012)|Floater Autopsy]] research, their corpses can be used to create [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] modules to be used by interceptor craft. <br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Basic Armor ([[Carapace Armor (EU2012)|Carapace Armor]] and [[Skeleton Suit (EU2012)|Skeleton Suit]]).<br />
** Capturing a Floater will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched. <br />
*Does not count as robotic enemy for purposes of HEAT Ammo.<br />
<br />
== Trivia ==<br />
* These Floaters use jet packs to travel around, unlike the gravball units used by the [[Floater]]s of the original.<br />
* Floaters may be back, but the same cannot be said for their signature terror units from the original, the [[Reaper]]s.<br />
* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together.<br />
<br><br />
{{Aliens (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=85199Assault (EU2012)2017-09-03T14:22:14Z<p>Miteusz: Changed "Close Quarters Specialist" to "Close Combat Specialist"</p>
<hr />
<div>[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]<br />
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run & Gun. Useful for flanking and scouting. <br />
<br />
:'''Primary Weapon''': [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].<br/><br />
:'''Alternative Primary Weapon:''' [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] & [[Plasma Rifle (EU2012)|Plasma Rifles]]<br />
:'''Secondary Weapon''': [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].<br />
<br />
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun''' <br/> ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. Does NOT allow use of Arc Thrower but can pick up Meld.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| width="30%" | [[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense''' <br/> ''Confers +5 Defense per enemy in sight (max +20).''<br />
| width="30%" | [[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression''' <br/> ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center"<br />
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Forces the first reaction shot against this unit each turn to miss.''<br />
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close & Personal''' <br/> ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| [[File:ASSAULT FLUSH.png|32px|center]]'''Flush''' <br/> ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' (+30 Aim, 50% Damage)<br />
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire''' <br/> ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|- align="center"<br />
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist''' <br/> ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''<br />
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On''' <br/> ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="3" | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning''' <br/> ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|- align="center"<br />
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.''<br />
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct''' <br/> ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''<br />
|}<br />
<br />
==== Tips & Trix ====<br />
*'''Run & Gun''' could land you in trouble by activating more alien groups, when trying to set up a flanking position.<br />
*'''Run & Gun''' will only allow Fire, [[Overwatch (EU2012)|Overwatch]] and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.<br />
* '''Close Combat Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against [[Berserker (EU2012)|Berserkers]] or defending from [[Chryssalid (EU2012)|Chryssalid]] charges.<br />
*'''Rapid Fire''' is not consumed if the alien is killed with the first shot. If the original hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
*'''Flush''' will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, [[Suppression (EU2012)|Suppression]] or Close Combat Specialist shots beforehand.<br />
* '''Extra Conditioning''' gives +1 health with the starting Body armor, +2 for [[Carapace Armor (EU2012)|Carapace]], [[Skeleton Suit (EU2012)|Skeleton]] , [[Ghost Armor (EU2012)|Ghost]], and [[Psi Armor (EU2012)|Psi Armor]], and +4 with [[Titan Armor (EU2012)|Titan]] or [[Archangel Armor (EU2012)|Archangel Armor]].<br />
** In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus for Carapace has been increased to +4 HPs. <br />
*'''Killer Instinct''' (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. <br />
*The Enemy Within DLC version of '''Close And Personal''' functions similar to a Heavy's Bullet Swarm, given that the Assault is within the 4-square range (when this Ability is available, enemies will have an orange ring around them, akin to [[Arc Thrower (EU2012)|Arc Thrower]] functions). With Rapid Fire, how one would move, and shoot three times: move to within the ring. Fire a normal shot as the free move. Then use Rapid Fire. Only works once per turn (won't get multiple free shots on enemies with overlapping rings).<br />
**You can't activate Run & Gun after free Close And Personal shot, and you don't get Close And Personal shot after activating Run & Gun.<br />
*'''Lightning Reflexes''' works not only against Overwatch or Suppression shots, but it also forces a miss on '''Covering Fire''' shots. <br />
<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
<br />
Assaults are the only class that has a choice between primary weapons ([[Shotgun (EU2012)|Shotgun]] vs. [[Assault Rifle (EU2012)|Assault Rifle]]). Because of this and the broad applicability of their individual skills, they don't necessarily have clear cut build paths. Shotguns offer damage values identical to [[Sniper Rifle (EU2012)|Sniper Rifles]] -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier's ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.<br />
<br />
===Abilities===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:ASSAULT TACTICALSENSE.png|32px]] '''Tactical Sense''' vs '''Aggression''' [[File:ASSAULT AGGRESSION.png|32px]]<br />
|}<br />
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. <br />
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.<br />
<br />
'''Tactical Sense'''<br />
* Defense bonus is powerful for both riflemen and shotgunners;<br />
* Its value increases exponentially with other defense boosts such as [[Cover (EU2012)|cover]], [[Ghost Armor (EU2012)|Ghost Armor]], and smoke grenades;<br />
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. <br />
<br />
'''Aggression''' <br />
* Similarly offers value for both weapon types;<br />
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover<br />
* Shotguns do ''gain'' more damage from [[Critical Hits (EU2012)|critical hits]] than Assault Rifles, and you probably don't want to charge up to enemies, empty your weapon on them, and ''not'' kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to critical chance. That large swing has the potential to make this somewhat redundant.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:ASSAULT LIGHTNINGREFLEXES.png|32px]] '''Lightning Reflexes''' vs '''Close & Personal''' [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br />
|}<br />
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you're there. <br />
* Lightning Reflexes is generally preferable, but shotgunners should consider Close & Personal as well.<br />
<br />
'''Lightning Reflexes'''<br />
* The Assault's unique '''Lightning Reflexes''' ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. <br />
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely "clear out" Overwatches is good all the time, and it's particularly great when dealing with escort missions and [[Sectopod (EU2012)|Sectopods]]. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.<br />
* If you have a lot of Ghost Armors on your team, you'll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can't see the enemies entering [[Overwatch (EU2012)|Overwatch]] that you'll still get usage of this.<br />
<br />
'''Close & Personal''' <br />
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to critical chance before taking either weapon stats or flanking into account. <br />
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. <br />
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed, giving the Assault a free shot to any enemy units within close range (marked by a circle around the Assault). <br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:ASSAULT FLUSH.png|32px]] '''Flush''' vs '''Rapid Fire''' [[File:ASSAULT RAPIDFIRE.png|32px]]<br />
|}<br />
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;<br />
* Both choices increase your ammo consumption, so if you're using them frequently, consider the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.<br />
<br />
'''Rapid Fire'''<br />
* '''Rapid Fire''' allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. <br />
* If the original hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you'll spend only one ammo.<br />
<br />
'''Flush'''<br />
* The '''Flush''' ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover. The enemy may trigger Overwatch and Close Combat Specialist as it is running out of cover. <br />
* It costs 3 ammo, so you can't use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;<br />
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target's cover with explosives may be preferable;<br />
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty [[Aim (EU2012)|Aim]] boost to a shotgunner who is a little too far away.<br />
* Uses for Flush can include set up plays for [[Sniper (EU2012)|Snipers]] who don't quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:ASSAULT CLOSECOMBAT.png|32px]] '''Close Combat Specialist''' vs '''Bring 'Em On''' [[File:ASSAULT BRINGTHEMON.png|32px]]<br />
|}<br />
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.<br />
<br />
'''Close Combat Specialist'''<br />
* '''Close Combat Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been 'triggered', or even against [[Berserker (EU2012)|Berserker]] that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.<br />
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.<br />
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn. Also combines well with '''Rapid Fire''' for a possible three shots on your turn against a [[Berserker (EU2012)|Berserker]].<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.<br />
<br />
'''Bring 'Em On'''<br />
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close & Personal, this is a chance to make large dividends on that decision;<br />
* Riflemen with upgraded [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] will similarly get some extra mileage. Just remember that the bonus is based on enemies that the ''squad'' can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:ASSAULT RESILLIENCE.png|32px]] '''Resilience''' vs '''Killer Instinct''' [[File:ASSAULT KILLERINSTINCT.png|32px]]<br />
|}<br />
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close & Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.<br />
<br />
'''Resilience''' <br />
* Will turn the Assault Colonel into a brick. Immunity to critical hits takes luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. <br />
* Remember that you can briefly duplicate the effect (and more!) with [[Combat Stims (EU2012)|Combat Stims]], however.<br />
<br />
'''Killer Instinct'''<br />
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring 'Em On, your critical hits can exceed 20 damage, regardless of weapon type. <br />
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a [[Sectopod (EU2012)|Sectopod]] or [[Ethereal (EU2012)|Ethereal]] away in one fell blow. (Or two, as the case may be.)<br />
<br />
===Equipment===<br />
'''Weapons:''' Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won't reliably kill even [[Sectoid (EU2012)|Sectoids]] or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.<br />
<br />
'''Armor:''' Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. [[Ghost Armor (EU2012)|Ghost Armor]] is typically your best bet late game, as the [[Cover (EU2012)|defense]] bonus will generally serve you better than the few extra hitpoints of [[Titan Armor (EU2012)|Titan Armor]] (though on Council Missions, which are almost exclusively [[Thin Man (EU2012)|Thin Men]], you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor's movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with '''Bring 'Em On''' and '''Killer Instinct'''.<br />
<br />
'''Item:''' Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the [[Arc Thrower (EU2012)|Arc Thrower]] if your Support's hands are full. If you don't need either of those, [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]] or [[Chitin Plating (EU2012)|Chitin Plating]] provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to [[Combat Stims (EU2012)|Combat Stims]] to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], especially with its foundry upgrade. Keep an eye on your unit's Will and use [[Mind Shield (EU2012)|Mind Shields]] if necessary.<br />
<br />
===[[Gene Mods (EU2012)|Gene Mods]]===<br />
<br />
'''Brain'''<br />
Neural Dampening is probably a wiser course than Feedback since Assaults are usually in the midst of your squad and you don't want your Shotgunner getting MC'd then flattening your Medic who just got finished healing him/her. This is a fairly high priority.<br />
<br />
'''Eye'''<br />
Hyper Reactive Pupils will help Shotgunners out when they can't get up close (fire and miss, sure, then get a +10 [[Aim (EU2012)|Aim]] bonus your next turn). Riflemen will enjoy the added destruction they can cause with Depth Perception. A decent priority, but not insane.<br />
<br />
'''Chest'''<br />
A Secondary Heart on your Shotgunners will help for those "whoops" moments, while your squad will reap the benefits of Adrenal Neurosympathy on Riflemen. Adrenal Neurosympathy on Shotgunners isn't as useful since they may or may not be with the rest of the squad.<br />
<br />
'''Skin'''<br />
Since Assaults are usually in and amongst the [[Squads (EU2012)|Squad]], Bioelectric Skin isn't as useful or necessary. Mimetic Skin will help Riflemen if they're able to sit still. Shotgunners usually move around, or are in inopportune positions for it to be of any use. Since your early Shotgunners may often be the first target for [[Seeker (EU2012)|Seekers]], they would benefit from Bioelectric, since the strangle attack can easily overcome the meager HP bonus of starting armor, and keep them in the Infirmary for the Rapid Healing you can't buy yet. Riflemen have more priority here than Shotgunners. <br />
<br />
'''Legs'''<br />
Adaptive Bone Marrow will be of huge help to Tank Shotgunners, while Muscle Fiber Density will help Riflemen get into good positions. Get the Adaptive Bone Marrow on your Tank Shotgunner fast.<br />
<br />
===Summary===<br />
Another way to consider your thinking on how to build your Assault soldiers is "Medium Range vs Close-Range". Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style.<br />
<br />
Assault troopers with rifles will be better served with [[Ghost Armor (EU2012)|Ghost Armor]], plus Crit-chance boosting [[Abilities (EU2012)|abilities]], and perhaps a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]. As you will be keeping them just out of range, Close Combat and Close & Personal are less useful to them, and Bring 'Em On helps them get those last few points of damage they'll need to consistently kill aliens.<br />
<br />
Meanwhile, an Assault with a Shotgun-type weapon won't benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with [[Archangel Armor (EU2012)|Archangel]] or [[Titan Armor (EU2012)|Titan Armor]] & [[Chitin Plating (EU2012)|Chitin Plating]] (a grand total Armor HP bonus of 18 for a Major or Colonel: two of these on the front lines, under cover, and you may never have to worry about ''any'' soldiers needing time in the Med Bay). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault soldier won't even see that point loss on the aim percentage, when they've got the barrel right in the alien's throat. Plus if Ghosting, and Rapid Fire counting as one move, and the [[Alloy Cannon (EU2012)|Alloy Cannon]], an Assault is capable of doing a "One" Shot Kill against anything, even a [[Sectopod (EU2012)|Sectopod]], or the [[Uber Ethereal (EU2012)|Uber Ethereal]], even on Impossible.<br />
<br />
Lastly, the [[Second Wave (EU2012)|Second Wave]] option "Absolutely Critical" will render all the improve Critical Chance abilities redundant for Shotgunners who you play close-quarters tactics with - save for Hardened enemies, which will only have a +10% difference of receiving [[Critical Hits (EU2012)|Critical Hits]].<br />
<br />
Also: a common squad formation is two Snipers, two Support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being anti-Mech warriors.<br />
<br />
[[Psionic (EU2012)|Psionic]] Assault troopers will be easy to train, since their being in the front line means there's always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It's a toss-up between Telekinetic Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they'll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.<br />
<br />
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:'''<br />
<br />
Ghost Armor is still probably the armor of choice, especially for Shotgunners. Paired with Bioelectric Skin, this makes them excellent forward scouts, and anti-[[Seeker (EU2012)|Seeker]] units (since they'll then usually be the ones to trigger them-- though be aware: without that skin, if they are the unit the Seeker is attempting to strangle, Close Combat Specialist will not trigger). [[Medals (EU2012)|Medals]] may be more useful for Riflemen Assaults, but redundant for a Shotgunner. Both benefit from [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]: the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] can either give another boost to a Shotgunner's already high critical hit potential, or both aim and critical chance boot to the Rifleman. <br />
<br />
Or, if you play Assaults as tanks: [[Titan Armor (EU2012)|Titan Armor]], [[Chitin Plating (EU2012)|Chitin Plating]], [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]/[[Respirator Implant (EU2012)|Respirator Implant]], and Extra Conditioning means an Health bonus of ''20'', and Second Heart & Adaptive Bone Marrow plus Resilience means you can ''laugh'' at anything and everything thrown at them. Add Neural Feedback, a [[Mind Shield (EU2012)|Mind Shield]] instead of that +2 health item, and certain medal choices, and high stats from Not Equal/Hidden Potential, you have a soldier that can go toe-to-toe with [[Ethereal (EU2012)|Ethereals]] and not even flinch.<br />
<br />
Assaults make for good [[Covert_Operative_(EU2012)|Covert Operatives]]: Lightning Reflexes greatly reduces the risk from EXALT overwatches, using Run & Gun to dash to perform an EXALT transmitter hack can help in a pinch, and the altered Close & Personal combined with Rapid Fire (that's 3 shots total) for flanking shots with a Plasma Pistol will almost certainly kill any EXALT agent. With [[Training Roulette (EU2012)|Training Roulette]], if they get abilities such as Low Profile (to go with Mimetic Skin), Bullet Swarm (as an alternate to Rapid Fire), Sprinter (with Run & Gun), Gunslinger (+2 to the only weapon they can use? Yes, please!), or Grenadier (as Operatives have no armor, lobbing grenades from out of sight is a safe battle option to keep them out of the Med Bay), they can complete anti-EXALT missions with great ease.<br />
<br />
==See Also==<br />
<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&diff=72556Talk:Sectopod (EU2012)2016-08-18T10:58:17Z<p>Miteusz: </p>
<hr />
<div>Sectopod Doubleshot: hm, I don't recall ever, EU or EW, shooting at the same soldier twice (have had "misses" take out cover of second target, tho...). I just tried it in EW, and the sectopod only took one shot, used it's second to move away. --[[User:Xuncu|Xuncu]] 05:57, 12 December 2013 (EST)<br />
:Indeed. I've not seen a Sectopod in EW shoot at the same target twice, which you'd expect it to do most of the time if it had the ability to (since the algorithm that led it to shoot at that soldier should lead it to shoot the same soldier again). [[User:Binkyuk|Binkyuk]] 07:09, 12 December 2013 (EST)<br />
::I may have seen it taking the shot twice at the same soldier but it's very rare to happen. I need to check my videos to see if there's any proof of that happening. <br />
::Something else I've noticed on EW: Sectopods use their cannon a lot more to target cover. I've had a fight where two of my soldiers were using a van for cover and the Sectopod fired first at the van, making it explode, and then targeted one of the soldiers (who was now in half cover instead of full. That was a clever move on the AI. [[User:Hobbes|Hobbes]] 07:19, 12 December 2013 (EST)<br />
:::Yes, I suspect the AI "cheats" at least that much when the oppertunity arises. It is rather surprising, as I've never seen the AI do that "use the miss to deliberatley take out cover" thing with any other aliens (if they did aim to take out cover, it'd be with one of the grenade-wielding species doing a toss-- naturally, always with the one who's turn it is ''first'')(trying it myself, a fair number of times I've managed to use misses to take out an alien's cover. Rapid Fire and Bullet Storm help to pull it off). Also, have had instances where I lost sight of the 'Pod, and on it's turn, it'd use both actions to shoot at nothing: *chest cannon beams flash through the sky* ".... the fuck are you shooting at?"--[[User:Xuncu|Xuncu]] 07:37, 12 December 2013 (EST)<br />
::::I have a feeling it missed on that first shot, Hobbes. I don't think I've ever seen Cannon Fire ever target cover. I have seen Sectopods shoot same target twice in EW, especially against MECs. I just don't remember in EU since I never tried to have single soldiers up against one.--[[User:DracoGriffin|DracoGriffin]] 11:45, 12 December 2013 (EST)<br />
:::::The Sectopod will target cover, I'd seen yet before on EU but it seems more now on EW. I just had a mission where it deliberately fired its cannon against a wall that was covering a ghosted soldier. Since it couldn't hit the soldier because of the stealth, the AI decided to blast the cover instead. Lucky for the soldier it had stealth because of Ghost Armor, not Mimetic Skin, otherwise it would be revealed and dead afterward. It is possible that the shot at the van was a miss although I don't recall seeing the "Missed" message. [[User:Hobbes|Hobbes]] 13:04, 12 December 2013 (EST)<br />
:I've only had them attack separate targets, even against MECs, although I have had the shooting of nothing quite a few times. (Sectopod glitched onto a navigation unit in the alien base mission and fired at the Door continuously, before coming down and through the door.--[[User:Ditto51|Ditto51]] 12:46, 12 December 2013 (EST)<br />
<br />
Heh, the limbs on sectopods (and mechtoids) aren't entirely connected, so when you kill them--- well, I've had a Mechtoid's head go flying off, and Sectopod bodies roll away downhill. Not a bug, just amusing of the 'puppet' mechanics of how they were animated. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 15:45, 8 July 2014 (EDT)<br />
<br />
I had a situation, in which all my soldiers in Sectopod's line of sight were in ghost mode, which was from activated pod. Sectopod shot somewhere in area unknown to me, in opposite direction Sectopod was seeing my soldier turn before, so targeting cover theory seems legit. --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 10:57, 18 August 2016 (UTC)<br />
<br />
==Electro Pulse disables death explosion?==<br />
<br />
Seems to be what I experienced in a recent game. My MEC ran into melee with the Sectopod and stunned it with Electropulse. The next turn, while the Sectopod was still stunned, I had her beat it down with Kinetic Strike Module, and there was no death explosion damage to her after the Sectopod died. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:52, 12 December 2013 (EST)<br />
:Mm, no. Stunned, and then had someone else do the kill, still took damage. If oppertunity arises, will test if still so if killing hit is *with* the EMP attack... heh, killed one on an embankment, the 'head' fell off the legs and rolled all the way down the hill! --[[User:Xuncu|Xuncu]] 03:45, 24 December 2013 (EST)<br />
<br />
== Sectopod Overwatch in EW: Infinite Overwatch Shots? ==<br />
<br />
So the other day, I got into a bad scrape with a sectopod on a terror mission that went FUBAR. At one point, in desperation I had a character with Lightning reflexes make a LONG run for it to get out of Line of sight and regroup. The first Overwatch shot missed due to lightning reflexes like planned, then the second missed due to the blessings of our lord and savior RNGesus, as I hoped it would. <br />
<br />
The third overwatch shot however, didn't miss. Which is frustrating since it killed my soldier. Also frustrating because I thought Sectopods only had TWO overwatch shots. This entry even says as much.<br />
<br />
So yeah, it might be yet another change for EW, or it might have been a bug, but I think Sectopod's overwatch is sort of like an uber Rapid-Reaction ability now, and they can get as many Overwatch shots (or at least 3) on the first runner they see. But the thing is, the sectopod has to miss the first two shots AND the Runner has to be in the open for a while to see this occur - like I said I was having my guy run a LONG way without breaking LOS to get to a spot that could. My only other thought about this is that it might also have to do with The sectopod's "energy", as I'm pretty sure it didn't take all of its actions the turn before, but that's just speculation on my part, whereas the 3rd Overwatch shot definitely isn't seeing as my soldier is now dead. <br />
<br />
Anywho, the point is simply that Sectopod Overwatch may need some more investigating for EW. I will start a non-Ironman game to see about this and do some testing for further results.--[[User:MrGonesHead|MrGonesHead]] 01:25, 16 December 2013 (EST)<br />
:Sounds similar to the Sectoid glitch; if a Sectoid is on overwatch, and you attempt to disable it (like to weaken it for a stun), it can get 'infinite' Overwatch shots. But yeh, on Ironman? Ouch.--[[User:Xuncu|Xuncu]] 02:33, 17 December 2013 (EST)<br />
<br />
<br />
:If I'm reading this right, you moved one soldier once (which was Dashing a long distance) and was shot at three times? Something is wrong here or missing part of events. I have never had a Sectopod ever Overwatch fire a single soldier more than once unless I move the soldier than Dash him (taking two moves instead of one combined move). However, I have had Sectopods have multiple Overwatches by firing at different soldiers (one Overwatch per soldier unless moved as example above). I'm not sure why that was never added to page but it's easily replicated. Best way to prevent this is twofold:<br />
*'''A''': Disabling Shot Sectopod prior to any moves<br />
*'''B''': Suppression fire Sectopod seems to "disable" Overwatches in my experience<br />
Could you perhaps expand on the sequence of events?--[[User:DracoGriffin|DracoGriffin]] 03:21, 17 December 2013 (EST)<br />
<br />
This might be of interest: http://www.youtube.com/watch?v=vMWO1YDlkVs It looks like Disabling Shot is a really bad idea vs Sectopods in EU. --[[User:Zyxophoj|Zyxophoj]] ([[User talk:Zyxophoj|talk]]) 05:30, 23 February 2014 (EST)<br />
<br />
This may be late to the discussion, but I just had this bug or something similar happen (EW, Normal, Iron Man, December 2015 Terrorism CommercialStreet; Windows 7, Steam). One Sectopod was on the map, and it was firing reaction shots, about one reaction shot for every 2 or 3 tiles moved by every soldier in its view. Fired one Disabling Shot at it but missed, not sure if that triggered the bug or if it was already doing it, since early on most of the soldiers were only moving on and off corners or back into full cover from now-destroyed cover (no opportunity for multiple reaction shots at same soldier). In one turn, since most of the walls were being destroyed, I tried to sprint an Assault (Lightning Reflexes) to use a stanchion as cover, then tried to normal-move a Sniper to the same spot; each was killed by the Sectopod's fourth reaction shot against it (8 reaction shots against the 2 soldiers in the same turn). The page may need to be updated to indicate that if this bug was fixed, it's back, or it may have simply been made more intermittent.<br />
--[[User:Pjw|Pjw]] 18:14, 04 August 2015 (EST)<br />
<br />
It's not true that Sectopod have two reaction shots on overwatch, as you can see in video in link given by Zyxophoj (without using Disabling Shot ability). --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 09:14, 12 August 2016 (EDT)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&diff=72555Talk:Sectopod (EU2012)2016-08-18T10:57:40Z<p>Miteusz: targeting cover</p>
<hr />
<div>Sectopod Doubleshot: hm, I don't recall ever, EU or EW, shooting at the same soldier twice (have had "misses" take out cover of second target, tho...). I just tried it in EW, and the sectopod only took one shot, used it's second to move away. --[[User:Xuncu|Xuncu]] 05:57, 12 December 2013 (EST)<br />
:Indeed. I've not seen a Sectopod in EW shoot at the same target twice, which you'd expect it to do most of the time if it had the ability to (since the algorithm that led it to shoot at that soldier should lead it to shoot the same soldier again). [[User:Binkyuk|Binkyuk]] 07:09, 12 December 2013 (EST)<br />
::I may have seen it taking the shot twice at the same soldier but it's very rare to happen. I need to check my videos to see if there's any proof of that happening. <br />
::Something else I've noticed on EW: Sectopods use their cannon a lot more to target cover. I've had a fight where two of my soldiers were using a van for cover and the Sectopod fired first at the van, making it explode, and then targeted one of the soldiers (who was now in half cover instead of full. That was a clever move on the AI. [[User:Hobbes|Hobbes]] 07:19, 12 December 2013 (EST)<br />
:::Yes, I suspect the AI "cheats" at least that much when the oppertunity arises. It is rather surprising, as I've never seen the AI do that "use the miss to deliberatley take out cover" thing with any other aliens (if they did aim to take out cover, it'd be with one of the grenade-wielding species doing a toss-- naturally, always with the one who's turn it is ''first'')(trying it myself, a fair number of times I've managed to use misses to take out an alien's cover. Rapid Fire and Bullet Storm help to pull it off). Also, have had instances where I lost sight of the 'Pod, and on it's turn, it'd use both actions to shoot at nothing: *chest cannon beams flash through the sky* ".... the fuck are you shooting at?"--[[User:Xuncu|Xuncu]] 07:37, 12 December 2013 (EST)<br />
::::I have a feeling it missed on that first shot, Hobbes. I don't think I've ever seen Cannon Fire ever target cover. I have seen Sectopods shoot same target twice in EW, especially against MECs. I just don't remember in EU since I never tried to have single soldiers up against one.--[[User:DracoGriffin|DracoGriffin]] 11:45, 12 December 2013 (EST)<br />
:::::The Sectopod will target cover, I'd seen yet before on EU but it seems more now on EW. I just had a mission where it deliberately fired its cannon against a wall that was covering a ghosted soldier. Since it couldn't hit the soldier because of the stealth, the AI decided to blast the cover instead. Lucky for the soldier it had stealth because of Ghost Armor, not Mimetic Skin, otherwise it would be revealed and dead afterward. It is possible that the shot at the van was a miss although I don't recall seeing the "Missed" message. [[User:Hobbes|Hobbes]] 13:04, 12 December 2013 (EST)<br />
:I've only had them attack separate targets, even against MECs, although I have had the shooting of nothing quite a few times. (Sectopod glitched onto a navigation unit in the alien base mission and fired at the Door continuously, before coming down and through the door.--[[User:Ditto51|Ditto51]] 12:46, 12 December 2013 (EST)<br />
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Heh, the limbs on sectopods (and mechtoids) aren't entirely connected, so when you kill them--- well, I've had a Mechtoid's head go flying off, and Sectopod bodies roll away downhill. Not a bug, just amusing of the 'puppet' mechanics of how they were animated. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 15:45, 8 July 2014 (EDT)<br />
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I had a situation, in which all my soldiers in Sectopod's line of sight were in ghost mode, which was from activated pod. Sectopod shot somewhere in area unknown to me, in opposite site Sectopod was seeing my soldier turn before, so targeting cover theory seems legit. --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 10:57, 18 August 2016 (UTC)<br />
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==Electro Pulse disables death explosion?==<br />
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Seems to be what I experienced in a recent game. My MEC ran into melee with the Sectopod and stunned it with Electropulse. The next turn, while the Sectopod was still stunned, I had her beat it down with Kinetic Strike Module, and there was no death explosion damage to her after the Sectopod died. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:52, 12 December 2013 (EST)<br />
:Mm, no. Stunned, and then had someone else do the kill, still took damage. If oppertunity arises, will test if still so if killing hit is *with* the EMP attack... heh, killed one on an embankment, the 'head' fell off the legs and rolled all the way down the hill! --[[User:Xuncu|Xuncu]] 03:45, 24 December 2013 (EST)<br />
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== Sectopod Overwatch in EW: Infinite Overwatch Shots? ==<br />
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So the other day, I got into a bad scrape with a sectopod on a terror mission that went FUBAR. At one point, in desperation I had a character with Lightning reflexes make a LONG run for it to get out of Line of sight and regroup. The first Overwatch shot missed due to lightning reflexes like planned, then the second missed due to the blessings of our lord and savior RNGesus, as I hoped it would. <br />
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The third overwatch shot however, didn't miss. Which is frustrating since it killed my soldier. Also frustrating because I thought Sectopods only had TWO overwatch shots. This entry even says as much.<br />
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So yeah, it might be yet another change for EW, or it might have been a bug, but I think Sectopod's overwatch is sort of like an uber Rapid-Reaction ability now, and they can get as many Overwatch shots (or at least 3) on the first runner they see. But the thing is, the sectopod has to miss the first two shots AND the Runner has to be in the open for a while to see this occur - like I said I was having my guy run a LONG way without breaking LOS to get to a spot that could. My only other thought about this is that it might also have to do with The sectopod's "energy", as I'm pretty sure it didn't take all of its actions the turn before, but that's just speculation on my part, whereas the 3rd Overwatch shot definitely isn't seeing as my soldier is now dead. <br />
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Anywho, the point is simply that Sectopod Overwatch may need some more investigating for EW. I will start a non-Ironman game to see about this and do some testing for further results.--[[User:MrGonesHead|MrGonesHead]] 01:25, 16 December 2013 (EST)<br />
:Sounds similar to the Sectoid glitch; if a Sectoid is on overwatch, and you attempt to disable it (like to weaken it for a stun), it can get 'infinite' Overwatch shots. But yeh, on Ironman? Ouch.--[[User:Xuncu|Xuncu]] 02:33, 17 December 2013 (EST)<br />
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:If I'm reading this right, you moved one soldier once (which was Dashing a long distance) and was shot at three times? Something is wrong here or missing part of events. I have never had a Sectopod ever Overwatch fire a single soldier more than once unless I move the soldier than Dash him (taking two moves instead of one combined move). However, I have had Sectopods have multiple Overwatches by firing at different soldiers (one Overwatch per soldier unless moved as example above). I'm not sure why that was never added to page but it's easily replicated. Best way to prevent this is twofold:<br />
*'''A''': Disabling Shot Sectopod prior to any moves<br />
*'''B''': Suppression fire Sectopod seems to "disable" Overwatches in my experience<br />
Could you perhaps expand on the sequence of events?--[[User:DracoGriffin|DracoGriffin]] 03:21, 17 December 2013 (EST)<br />
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This might be of interest: http://www.youtube.com/watch?v=vMWO1YDlkVs It looks like Disabling Shot is a really bad idea vs Sectopods in EU. --[[User:Zyxophoj|Zyxophoj]] ([[User talk:Zyxophoj|talk]]) 05:30, 23 February 2014 (EST)<br />
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This may be late to the discussion, but I just had this bug or something similar happen (EW, Normal, Iron Man, December 2015 Terrorism CommercialStreet; Windows 7, Steam). One Sectopod was on the map, and it was firing reaction shots, about one reaction shot for every 2 or 3 tiles moved by every soldier in its view. Fired one Disabling Shot at it but missed, not sure if that triggered the bug or if it was already doing it, since early on most of the soldiers were only moving on and off corners or back into full cover from now-destroyed cover (no opportunity for multiple reaction shots at same soldier). In one turn, since most of the walls were being destroyed, I tried to sprint an Assault (Lightning Reflexes) to use a stanchion as cover, then tried to normal-move a Sniper to the same spot; each was killed by the Sectopod's fourth reaction shot against it (8 reaction shots against the 2 soldiers in the same turn). The page may need to be updated to indicate that if this bug was fixed, it's back, or it may have simply been made more intermittent.<br />
--[[User:Pjw|Pjw]] 18:14, 04 August 2015 (EST)<br />
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It's not true that Sectopod have two reaction shots on overwatch, as you can see in video in link given by Zyxophoj (without using Disabling Shot ability). --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 09:14, 12 August 2016 (EDT)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Air_Combat_(EU2012)&diff=72546Talk:Air Combat (EU2012)2016-08-17T12:32:13Z<p>Miteusz: Matchups proven winnable</p>
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<div>I think Armor Penetration is how much the UFO gets shot up, IE, the scarring and holes visible on the crashed ship during the Recovery mission. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:37, 19 December 2012 (EST)<br />
:Hmm, since the EMP Cannon has high armor penetration and produces the least shot up UFOs, that doesn't sound right. [[User:Binkyuk|Binkyuk]] 11:56, 20 December 2012 (EST)<br />
Yeah, I thought of this, but there's always a lot of external scarring.... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:41, 20 December 2012 (EST)<br />
==Overseer Interception==<br />
I just had a game of Impossible on EW where a single Firestorm with a Plasma Cannon failed repeatedly to bring down the Overseer, even with all the modules, due to running out of time. I had to build a 2nd one, which then brought the UFO down with a single shot. [[User:Hobbes|Hobbes]] 23:03, 13 December 2013 (EST)<br />
:Y'mean that you sent it after the first, and it finished it off, or that somehow it managed to one-shot the Overseer? Hm, if I still have the save, I'll retest myself. At least for the regular ships, I remember testing them one by one (yes), usually several times, and wrote it so if it won at least ... I think I did two or three out of five (it's been a while). Haven't been able/desired to test every last matchup again in EW, since what Firaxis said sounded like only Classic and Impossible would have a difference, and the matchups I've managed to retest seem to have lower success rates, but successes with the same ships/weapons/difficulty, nonetheless. RNG seems to be more of a bitch, tho: one trial, Overseer got off 3-4 hits for 2-3 seconds before my interceptor would even fire a damn shot! Then a miss, miss, dead. Send the next one...... waiiiiting, miss, miss.... fucking... At any rate, didn't have the save early enough to test it's first appearance. and it's second would shift around if I moved ships. Shoved Ravens with Plasmas on every hangar slot: no matter what continent, hangar location and Overseer's flight path mattered (over Russia, could only get one Raven to intercept, over Brazil managed to get three), so often it would take too long for one Raven to intercept to send out another before it'd zoom off and I'd get the "contact lost" message (so, since that's not really a matter of HP/damage, that's why I'm calling it as "Unaided Ravens cannot take down the Overseer, period (or at least not reliably)"). I actually didn't get to test my results for Normal and Classic for the Overseer as much as I'd like.--[[User:Xuncu|Xuncu]] 03:43, 14 December 2013 (EST)<br />
::Okies: One Firestorm, Plasma Cannon, Impossible EW; test 1 no, 2 yes, 3 no, 4 no, 5 yes, 0.4 seconds remaining on both successes. F/Lx1, Normal EW, also 2/5 success, hm. F/Lx2, Classic EW, every time. Easy EW, F/P, 5 tries, never won (and who would have Phoenix Cannons as their best armaments at that point, anyways, let alone put them on their Firestorms)... hm, I belive I've asked before, but ''is'' there "UFO HP" in the coding? Oh, and I remember when I used to dump all three modules for the Overseer fight: the targeting one doesn't really affect Plasma's 85% accuracy anyways, the Tracking one only really helps for the short-range weapons (and doesn't stop it from ''firing'' during that extra time), and it fires so fast that the Defense one barely lasts a second. --[[User:Xuncu|Xuncu]] 04:22, 14 December 2013 (EST)<br />
:::I looks like UFO's HP increases with difficulty. I tried to intercept same UFO in different difficulty(with reloading), UFO lasted longer on higher difficulty. Also XCOM interceptors have less HP in higher difficulty. [[User:Moyang|Moyang]] 13:13, 15 December 2013 (EST)<br />
::::Naturally, but I meant "EU vs EW", do they have more hp? --[[User:Xuncu|Xuncu]] 02:45, 16 December 2013 (EST)<br />
::::It also feels a bit like Firestorms in general have gotten a bit of a nerf in terms of HP in Enemy Within, even at lower difficulties. They just seem to get chewed up a bit faster, even against smaller UFOs. [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:55, 15 December 2013 (EST)<br />
:::::Another question that could be answered by looking into the coding, if possible.--[[User:Xuncu|Xuncu]] 02:45, 16 December 2013 (EST)<br />
==Matchups proven winnable==<br />
I am wondering what exactly Damage Table describes. What "Matchups proven winnable" means? Every fight can be lost, if you are really unlucky. For example, Interceptor w/Avalanche Missiles is proven winnable with Large Scout on Classic difficulty, but I calculated, that chances, that Interceptor with Avalanche Missiles will shoot Large Scout are 74.431%, assuming that Interceptor isn't shot down. These aren't too high chances for "Matchups proven winnable". --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 12:32, 17 August 2016 (UTC)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Overviews_of_Aliens_(EU2012)&diff=72522Overviews of Aliens (EU2012)2016-08-12T15:34:01Z<p>Miteusz: Mind Merge doesn't increase aim</p>
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<div>==[[Sectoid_(EU2012)|Sectoid]]==<br />
[[File:Sectoid (EU2012).jpg|thumb]]<br />
Sectoids are the first enemy you will meet. They are a low HP unit with a weak ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some limited psionics in the form of Mind Merge. 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 will & increased critical hit chance.<br />
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Killing a sectoid will leave behind 2x weapon fragments.<br />
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Sectoid Soldiers are basic alien peons. They use Mind Merge to try and make up for their shortcomings. However, their reliance on the mind merge ability makes them potentially vulnerable because killing the Sectoid performing the merge will also kill the one receiving it, giving an opportunity for a double kill (the soldier will receive the kill count and EXP for both).<br />
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The Sectoid and their Commanders are the only source of the useful Plasma Pistol (once captured, you can then research and manufacture them yourself), and if you wish for a full armament, recovery is required before both Sectoid breeds are phased out of front-line combat. Capturing and interrogating a Sectoid Soldier will provide a bonus to laser weapon research.<br />
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As cannon fodder for all but in the beginning of Impossible difficulty, Sectoids begin to be phased out a few months into the campaign. The only exception is the Council Mission at the truck stop (the Spokesman will mention "a truck carrying unusual cargo"), which can appear at any time.<br />
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==[[Thin Man (EU2012) | Thin Man]]==<br />
[[File:Thin Man (EU2012).png|right|thumb|]]<br />
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Thin Men use a Light Plasma Rifle, which does much higher damage than a Sectoid's Plasma Pistol. On Classic try to make sure your troops have enough HP to not be one-shot by a lucky hit. Thin Men's high movement means you have to be very careful of flanks from them. If they have a low hit chance they will often use Poison Spit for a guaranteed hit, which will do 3 damage over 3 turns and wreck your soldier's aim. If they have a low hit chance on a soldier equipped with a Medikit or wearing Titan Armor, they will often use suppression on that soldier to reduce that soldier's aim for the turn. While their HP is nothing remarkable, it is enough to survive a grenade on Classic. Finally, beware of their leap ability, which they can surprise rooftop snipers with. Be careful when fighting around a building where you don't have the roof covered because Thin Men can leap on to the roof and then drop in for a flank on the next turn.<br />
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The Council Missions will almost exclusively be Thin Men, so before engaging these missions, it is recommended to give your troops either Medikits or Titan Armor, both of which will make them never use posion spit (though it is also a decent strategy with more armored/high HP soldiers to be spat at, making Thin Men 'waste a turn' on what will only end up being 3 points of damage. However, since the spit attack rarely, if ever, misses, they probably will not leave cover for this). In the Escort and Bomb Disposal missions, Thin Men will periodically appear in the mission area. They will drop out of the sky (the game will show you where even if you can't see it) and then immediately go on overwatch. Dropping in counts as a move, so any troops on overwatch who see a Thin Man appear will take a shot (though on rare occasion where only one drops during Alien Activity, this may not happen). They will also appear in all Asset Recovery missions, save for the helicopter crash (which will be all Mutons) and the one at the truck stop (all Sectoids). In all other missions, they will appear for most of the game, but will apper less and less once Mutons and their iterations seem to replace them.<br />
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Their capture yields Light Plasma Rifles, which themselves are arguably the best weapon for fighting Thin Men (damage is sufficient, and the +10 Aim is helpful, as a Thin Man's high move rate means they are almost never out of cover once a squad is activated). The subsequent interrogation reduces time for UFO Tech research, which directly helps in researching/building for the Firestorm interceptor, and indirectly with late-game armor, several Foundry projects, the EMP Interceptor weapon (and thus, sellable and useable reasources), and the Satellite Nexus.<br />
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As Council Missions will always appear about once a month, and with their low HP and damage rates, Thin Men-infested Council Missions are excellent places to train new Psionic soldiers, as Mind Fray is a very accurate one-shot kill on anything but Impossible difficulty.<br />
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'''V.I.P. Escort'''<br />
In V.I.P. escort missions Thin Men will aim for the target you are trying to extract, regardless of whether or not there is an XCOM escort soldier at their side. As well as regular groups seeded on the map, extra Thin Men will periodically drop out of the sky on you on your way back-- but only as the VIP moves, so you can place your troops ahead of time to intercept. Be sure to scout with soldiers before moving the V.I.P. to the Skyranger; the entire mission will be a bust if the V.I.P. dies. They don't appear to ever use their Poison Spit attack on the V.I.P., even though with their 3 HP (on all difficulties- only with Damage Roulette activated might a VIP have a chance of surviving a hit from a Plasma shot), it would be sufficient to kill them, or force your soldiers to potentially move out of cover to heal them. Fortunatley, they will only begin to target the VIP once you have reached them and are able to control them.<br />
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'''Bomb Disposal'''<br />
In bomb disposal operations, it is not rare to see an entire alien force consisting of purely Thin Men, though there may be Sectoids in the first or second month. Some thin men will venture away from the main bomb and protect its power sources but you will find the highest concentration of Thin Men protecting the bomb. Just be sure to quickly dispatch the Thin Men before the bomb goes off and deactivate it. More Thin Men will drop down from the sky after disarming the bomb, so if you have time, take up defensive positions and go on overwatch before deactivating it.<br />
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'''Asset Recovery'''<br />
Notable in that maps include a reversal of several escort maps, such as the pier and the Astronomy/Monitoring Station. Additionally, these mission will only be non-wandering Seeded groups, allowing you to take your time moving through the map. Lastly, you do not need to actually find the Mission's asset (Astronomy Station: telescope. Truck Stop: hidden inside the last 16-wheeler is a big metal... something. Pier: crates inside the last building. Highway: crashed helicopter, just outside the acessable area, at the far end of the map) to win, merely kill all aliens.<br />
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==[[Outsider (EU2012)|Outsider]]==<br />
[[File:Outsider (EU2012).jpg|right|thumb]]<br />
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commanders after you assault the alien base.<br />
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==[[Floater (EU2012)| Floater]]==<br />
[[File:Floater (EU2012).png|thumb]]<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 while flying. They can be especially dangerous to Snipers.<br />
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If there are Floaters you know to be lurking around, consider a few turns of overwatch from your entire squad. Floaters of all kinds are very rash and will fly recklessly into ambushes. They are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly unlucky.)<br />
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If a Floater or a group of Floaters decide to drop in behind you during a battle with other alien ground troops, move your soldiers to deal with the Floaters first instead as their flanking positions will give them better aim than any other aliens you may be fighting.<br />
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They carry Light Plasma Rifles early on, and may change to Plasma Rifles, changing the +10 Aim for more damage. Depending on your luck of getting hit at all, this may be good or bad for you. Even once Heavy Floaters appear, they will still make regular appearances, though less and less as time goes on. The interrogation of the normal Floater reduces research time for Carapace Armor and the Skeleton Suit. While less of a priority on easier difficulties, this may be an early necessity on Impossible difficulty, as the penalties to you and the bonuses to the aliens make it a certainty that you will not kill all aliens in the first round of engagement, and your soldiers will be hit in return.<br />
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==[[Chryssalid (EU2012)|Chryssalid]]==<br />
[[File:Chryssalid.png|right|thumb]]<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. Chryssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.<br />
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A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.<br />
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They appear on Terror Missions, later UFOs, the Alien Base (if you've already had the first Terror Mission: if not, they will not appear) --- and fortunately NOT on Council Missions, like VIP Escort (save for one when escorting Zhang and another on the special Battleship, both in the Slingshot DLC).<br />
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Chryssalids have good HP for when you first encounter them, but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. Nonetheless, trying to kill Chryssalids with conventional weapons is difficult, making developing laser or light plasma weapons before your first terror mission a good idea.<br />
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However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits. They have no long-range attacks, so as long as you are out of attack range, you might risk getting out of cover to get a clear shot, if it means downing it that much faster.<br />
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As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.<br />
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Concentrated attacks will be your tactic for their first appearance (which fortunately only has 3, and will stay that way if you move fast). Snipers with Headshot, Assaults with shotgun-type weapons (especially when at point-blank with Rapid Fire), and Heavies (especially with bullet storm, just in case) can kill them in one move, and a Heavy with a Blaster Launcher can 1-Hit Kill a whole squad. Your Support troopers are thus most at risk, as their best weapon, the Plasma Rifle, may leave Chryssalids at 1 health (still 1 too many). For them, Ghost Armor's Ghost mode is the best bet, as either it will kill with a critical hit, or a miss lets them remain invisible (in which case, at least a cloaked Support will remain unharmed, allow you to monitor the Chryssalid's actions, and they can spot for Snipers with Squadsight).<br />
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If you're clever and lucky, what you can do is if an activated squad of them stays in proximity to each other, is whittle them down with regular attacks, and have a low-ranking soldier finish them all off with a(n alien) grenade; certainly worth a promotion.<br />
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As a note, Chryssalids have no artifacts of value save for their cold dead bodies. Therefore, you should not hesitate to use explosives on them, and this can be a lifesaver if you've been a little neglectful on your research and find yourself facing down a host of Chryssalids with sub-par weaponry.<br />
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Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens' turn and can move and attack immediately after emerging. This can be a nasty surprise if you've not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily. You are given warning at the end of the Zombie's third move: if it ends with vomiting a massive amount of blood, then that is the tell that it will burst into a Chryssalid at the start of the next Alien Action.<br />
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Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers. In fact, some Commanders find it worthwhile to use explosives to kill ''the civilians'' within a Chryssalid's range, rather than risk a zombie, with powerful melee, that may survive long enough to form another Chryssalid. And, since civilians have only 1 HP, a Chryssalid may ignore a trooper that may survive an attack, and prioritize attacking civilians (as do most aliens during Terror Missions). So if there are equal or more civilians than Chryssalids between you and these insectoid horrors, opening fire is the most worthwhile action.<br />
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Chryssalids are at their most dangerous in enclosed spaces such as UFOs and the alien base. Rounding a corner or opening a door and seeing Chryssalids immediately behind it can be very difficult to handle, as they will immediately charge next to your soldier with their free move, who with only one action left can't possibly run far enough away to be safe from them - your only choice is to kill the Chryssalids in one turn or face that soldier being caught and attacked. If you're exploring a structure and can hear Chryssalids, you may want to sit tight and overwatch for a few turns and hope that they come to you.<br />
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[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers. Titan Armor further reduces risk of death (and another zombie to your now-reduced forces), as well as prevents poisoning.<br />
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Chryssalids have high will so they are resistant to psionic attacks. Avoid using psionic powers against them.<br />
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==[[Muton (EU2012)| Muton]]==<br />
[[File:Muton (EU2012).png|right|thumb]]<br />
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics. They are the aliens' version of XCOM's Heavy/Assault class and will aggressively use tactics such as Flanking, Overwatch or Suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.<br />
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The main assault force of the alien collective, their corpses are the most expendable for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, '''never''' have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.<br />
<br />
Once the first Mutons appear, they will almost always be found in all missions, and you may find UFOs as large as Abductors staffed only by Mutons (besides the commander alien). When Berserkers appear, they will often be accompanied with one or two regular Mutons, and fortunately not with other Berserkers in the same squad-- though if you encounter one Berserker in a mission, odds are that one of the other Muton squads will have another.<br />
<br />
Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the "reload" timer of MC on the Controlling trooper's Ability tiles: if it reads '''T-3''', that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don't want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already.<br />
<br />
Interrogating a Muton will give a bonus to plasma weapon research. Since a captured Muton will yield a Light Plasma Rifle, a bonus to research of that rifle and an Alien Grenade, a Muton is a good choice for a first capture target if you haven't made a capture before they appear.<br />
<br />
==[[Cyberdisc (EU2012)| Cyberdisc]]==<br />
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]<br />
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]<br />
<br />
When a Cyberdisc appears you should prioritise them over other aliens you may be fighting. The disc will likely charge in to your midst and take a flanking shot.<br />
<br />
Discs aren't very subtle, and will use their move when you first see them to charge at you. Try to burn them down on the turn you see them, because they are very fast and can often get a flank on their next turn unless you fall back. HEAT ammo Heavies can do heavy damage to Discs and the fact that they tend to fly high means your snipers will probably have a good shot immediately. A closed disc is Hardened, so is very difficult to crit, but otherwise is hit and damaged normally. When the Disc attacks it will open up in order to fire, making them more vulnerable. The cyberdisc will close up again on your turn when hit, so make sure to hit it with something high damage for the first shot to make the most of the opportunity for a critical.<br />
<br />
Also note that they do carry an Alien Grenade, so keep your troop's proximity to one another appropriately in mind.<br />
<br />
Drones only repair the Disc they spawned with for 3 HP, so as long as you kill the Disc quickly enough, Drones should be more of an annoyance than a serious problem. The drones usually start close to the Disc, so using a rocket on the group is a good way to take out the drones while also dealing damage to the Disc itself. A Cyberdisc's death explosion will also often destroy or damage its attendant drones. <br />
<br />
Interestingly, Cyberdiscs are fairly uncommon in Impossible difficulty: for as soon as Sectopods begin to appear, they will be launched en masse, making Cyberdisc appearances infrequent.<br />
<br />
For their Autopsy, a kill NOT using explosives is required. It will give you access to the Tracking Module for your Interceptors, a one-use item that extends the amount of time of an air engagement. Not too necessary, as the only time you may require them is when attempting to take down Battleships or the Overseer UFO, and you have only one ready interceptor on that Continent (but, if you have two or more interceptors on a continent: the subsequent Interceptors can be launched when the previous one is either returning to base, or is destroyed, thus reducing the need of this item).<br />
<br />
==[[Drone (EU2012)|Drone]]==<br />
[[File:Drone (EU2012).jpg|right|thumb]]<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 />
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.<br />
<br />
There isn't much to fighting Drones. They have a pretty small frame so it may be difficult hitting them, though even if you miss they really can not do much in the way of retaliation. While not particularly dangerous, they take considerable time to destroy and can end up causing injury while your squad is preoccupied with bigger threats. <br />
<br />
Be advised that they will almost always appear alongside stronger robotic units such as Sectopods. This makes drones easy targets for rockets and grenades. Heavies with HEAT ammo in particular can destroy drones with a single grenade (on classic or below) or shredder rocket/alien grenade (on impossible). This makes it easier for the rest of your squad to focus on the heavier machines.<br />
<br />
They will repair their accompanying Cyberdisc/Sectopod for 3 HPs each time, and seem to only ever do so for their Cyberdisc/Sectopod, and not one another, nor any other spawned Cyberdiscs/Sectopods/Drones. Most of the time, they will stay near their Cyberdisc/Sectopod, save for on Terror Missions, where their significant movement will make short work of many civilians in each turn if not quickly taken out (often while you're busy engaging their Disc/Pod). They do tend to make repairing the main unit a higher priority than attacking, though.<br />
<br />
'''Hacking Mechanics & Hacked Tactics'''<br />
<br />
You will need the Foundry, the Drone autopsy completed, and some of their wreckage for the Foundry Project (don't worry, you'll be destroying plenty of them), and, once all that is complete, a soldier equipped with an Arc Thrower. The biggest danger is that Drones will almost always be in the company of Cyberdiscs (which may kill the drones upon ''their'' death), or Sectopods (which if you rely on Heavies with rockets and the HEAT ability to destroy, you might destroy the drones in the process).<br />
<br />
Unlike with capturing aliens, damaging them first is not required (and is not desirable in this case), and has a 100% success rate. Fortunately for your troopers, the range to hack is several tiles larger than an attempted stun. Once Hacked, you have full control of them for the rest of the mission, and they will effectively be counted as additional troopers (and thus, excellent for Snipers with Squadsight), for as many Drones (and Arc Thrower uses) as there are left. Hacking may be most worthwhile in Impossible difficulty, when their 7 HP may help them survive an attack or two. Getting two or more is ideal, as you can use them to heal one another indefinitely. As they can fly, their best use is as scouts/distractions, flying high above an alien; which if it tries to fire in retaliation, may have a high chance of missing the shot. Their own meager shot attack can still help whittle aliens down, and is useful to assist in corralling Berserkers. Lastly, having 1 or 2 Drones following and supporting/repairing (their repair beam has a very large range) your own S.H.I.V.s makes for a near-indestructible force, and is deliciously ironic.<br />
<br />
They can not use cover. When the mission ends, they are apparently dismantled for the Weapon Fragments and Alien Alloys, and will not be available for further deployment.<br />
<br />
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==<br />
[[Image:Sectoid Commander (EU2012).png|right|125px|thumb]]<br />
Sectoid Commanders have much more health than normal Sectoids and better aim with their plasma pistols, but their true danger is their much stronger psionic abilities.<br />
<br />
These elite leaders of the Sectoid race have the ability to Mind Control your troops for three turns. Sectoid Commanders will be the first aliens you encounter with "proper" psionic attacks. Sectoid Commanders first appear in the alien base, and will replace Outsiders as UFO commanders after the alien base is destroyed. Sectoid Commanders will be replaced by Ethereals once you assault the Overseer UFO.<br />
<br />
Generally when one of your soldiers is mind controlled your best bet is to kill or stun the Commander as quickly as possible to release them, possibly disabling the soldier with disabling shot or suppression while you do it. Mind Control has a three turn duration and five turn cooldown, so you can try to retreat until the effect wears off, at which point you'll have two turns grace before the commander can MC again. In extreme circumstances you can kill the controlled soldier.<br />
<br />
Since the Sectoid Commander has only a plasma pistol, Alloy and Hover S.H.I.V.s can attack them almost with impunity. If you find Sectoid Commanders alone (which is often the case unless they're escorting Mechtoids) a S.H.I.V can quite safely take them out, at the cost of some repair time afterwards. In practice however, it's usually superior to attack them with your whole squad and kill them quickly.<br />
<br />
Sectoid Commanders can also perform a Mass Mind Merge, giving the benefits of Mind Merge to all Sectoid soldiers near the commander. Sectoid Commanders will rarely use this ability, preferring to Mind Control your troops instead given the chance. Also, unless you assault the alien base quite early, Sectoid soldiers will likely have been mostly phased out by the time you encounter Sectoid Commanders.<br />
<br />
Researching the creature's corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude. Capturing a Commander will give a bonus to psionics research. Sectoids and Sectoid Commanders are the only source of the Plasma Pistol, so if you want these and didn't capture a Sectoid Soldier before they were phased out, be sure to capture a Commander before assaulting the Overseer UFO.<br />
<br />
==[[Berserker (EU2012)|Berserker]]==<br />
[[File:Muton Berserker (EU2012).jpg|right|thumb]]<br />
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. Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons.<br />
<br />
Berserkers do much more damage than their regular Muton brethren, so you should make killing them a high priority. Their distinctive Bloodlust ability is a double edged sword, and "managing" it is essential to beating them. Attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range. As such, if a Berserker is far enough off to be unable to melee you next turn, you should avoid hitting it unless you're prepared to focus fire and kill it in that turn. Bloodlust does not activate when hit by overwatch fire.<br />
<br />
Note that unlike most Mutons, Berserkers are very resistant to psionic attacks. Do not expect much success when trying to flay their minds unless your soldier is equipped with [[Psi Armor (EU2012)|Psi Armor]] and a [[Mind Shield (EU2012)|Mind Shield]]. However, if you can successfully Mindfray a Berserker; the massive loss to it's move greatly weakens its threat level.<br />
<br />
Unlike Chryssalids, Berserkers do not have the Leap ability, so soldiers in inaccessible elevated positions can fire on them with impunity. For example: standing on the upper tile landing of a drainpipe, ladder, or Elevator Beam will block access to it, and leave the Beserker helpless at the bottom.<br />
<br />
However, like Chryssalids, they have no artifacts save for their cold, dead bodies, so blowing them up will not hamper your research efforts in any way.<br />
<br />
==[[Heavy Floater (EU2012)|Heavy Floater]]==<br />
[[File:Heavy Floater (EU2012).png|right|thumb]]<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 />
Their skill and efficiency is at a margin far higher than that of their little brothers. They have a large amount of health and carry much better weaponry than Floater Soldiers, doing double the damage to us and receiving half the damage when compared to regular Floaters. They carry Alien Grenades, so keep troop position in mind.<br />
<br />
Thankfully they appear very late game, and by then we should have deadly plasma weaponry of our own. Apply the tactics you would use against regular Floaters, but expect a tougher battle.<br />
<br />
==[[Sectopod (EU2012)| Sectopod]]==<br />
[[File:Sectopod (EU2012).jpg|right|thumb]]<br />
All of the Sectopod's weapons do area effect damage, so make sure your squad is spread out in order to minimize the damage it causes. Even if an attack from them misses there is still a huge chance it will take out your cover. This makes having two soldiers directly next to each other almost guaranteed disaster, because the Sectopod can fire at one, destroy their cover and fire at the other with no cover bonus. Be sure that any front line soldiers are backed up by Snipers or Heavies.<br />
<br />
The Sectopod's overwatch is enabled for each turn it fires its main cannon. In particular this means a Sectopod will not overwatch fire on you immediately after you see it, or on a turn its preparing a Cluster Bomb.<br />
<br />
Heavies in particular are brilliant Sectopod hunters. Their HEAT ammo power makes their weapons far more effective against Sectopods. The HEAT ammo also applies to rockets and the Blaster Launcher. A hit from either with HEAT Ammo does 16 or 24 points of damage to Sectopods. A HEAT ammo Bullet Swarm Heavy with a Heavy Plasma can kill a Sectopod in one turn.<br />
<br />
After you get Ghost Armor just send a pair of Assaults equipped with it, together with Rapid Fire and Alloy Cannons - you'll need to either hit all 4 shots or get at least 1 critical hit though to kill it. Alternatively, Lightning Reflexes can also replace Ghost Armor to avoid the Sectopod's powerful Overwatch weapon. With Damage Roulette, an Alloy Shotgun, the right abilities, and a hell of a lot of luck, it is possible to "One shot" (rapidfire, but still 1 move) a Sectopod, even on Impossible.<br />
<br />
Use suppression to make their attacks less accurate, it will help a bunch. Snipers may also use disabling shot against their weapons. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.<br />
<br />
Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended: an excellent tactic is to MC an alien with high move (like a Heavy Floater) or high HP (like a Berserker Muton), and have them stand point-blank right next to the Sectopod. Since it ignores cover anyways, it will not move before firing it's chest cannon. Since the MC'ed alien will receive a full blast out of cover, it will likely receive and die of heavy Critical damage. As the Chest Cannon does splash damage, the Sectopod will ''also'' receive heavy Critical damage.<br />
<br />
If you see Cluster Bomb being prepared, kill the Sectopod quickly or reposition. While Cluster Bomb takes a turn to charge and fires on the aliens' next turn, the Sectopod can move and fire after firing the cluster bomb on that turn. Cluster Bomb has no range limit and can be fired if another alien sees you (like sniper's squad sight, except it doesn't need a line of sight). This means after triggering a Sectopod it should be your first priority, because if you retreat out of its sight range to deal with other aliens first you'll find cluster bombs raining down on you (and without being able to see the Sectopod you can't tell when or where they're coming). While a bit difficult to predict, there are some rare cover situations where the Cluster Bomb can actually be ignored: if cover will intercept all the bombs beforehand (ie, the targeted trooper is indoors, while the 'Pod is outside, they will explode harmlessly on the roof). A Flying unit might also be targeted, only to have the bombs pass harmlessly around them.<br />
<br />
Note that, even though their death animation includes a massive explosion, it is not a ''damaging'' explosion, like the Cyberdisc's death, and thus, their drones may still be a problem (if a minor one at that) if not taken out the same turn.<br />
<br />
==[[Elite Muton (EU2012)|Elite Muton]]==<br />
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they're allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.<br />
<br />
Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton. Muton Elites, combining their innate defense bonus with the ability to use cover are some of the toughest units in the game to take down.<br />
<br />
They use devastating heavy plasma rifles and carry grenades like regular Mutons, but with their Bombard ability they can fling their grenades great distances. It pays to have a sniper nearby to provide accurate fire upon them. Using explosives will bypass their defense bonus. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle. Squads of Muton Elites will not contain Berserkers.<br />
<br />
Elites are hardly more resistant to psionic attacks than normal Muton troopers, so feel free to add their strength to your own through mind control. Muton Elites' high defense means you may have better luck using Mind Fray on them than trying to shoot them unless you can flank. A Muton Elite guarding an Ethereal is a prime choice for a Mind Control attack, as the Ethereal's next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use, and Council sales requests of them often exceed your monthly paycheck.<br />
<br />
==[[Ethereal (EU2012)|Ethereal]]==<br />
[[File:2012-10-14 00005.jpg|right|thumb]]<br />
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.<br />
<br />
Ethereals are entirely absent from the game until you assault the Overseer UFO, at which point they will always be found at the helm of a UFO. You will only ever face one Ethereal at a time and they will never wander from their spawn positions until provoked. This gives you ample time to prepare for the fight beforehand, like by using Psionic Inspiration and other beneficial abilities before engaging the Ethereal. Just be sure you have neutralised any other wandering aliens before attacking them. Make sure everyone has a full weapon and a meaningful turn to work with. When you discover the Ethereal you should take control of the Muton Elites guarding it if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.<br />
<br />
To be able to successfully use Psionics against an Ethereal you will need a soldier with a ''very'' high Will rating, which can achieved through the use of [[Psi Armor (EU2012)|Psi Armor]], [[Mind Shield (EU2012)|Mind Shields]], and the '''Psi Inspiration''' buff, otherwise it has a very high chance to fail. Successfully Mind Fraying the Ethereal (itself a challenge, but much less than the Mind Control) before attempting the MC will also help. With some or all of those it can be possible to mind control an Ethereal, which is required for the "Xavier" Achievement. Given the difficulty and preparation required, using psionics on Ethereals is impractical for purposes other than the achievement.<br />
<br />
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon's normal damage.<br />
<br />
A squad at full capacity shooting at the Ethereal will usually be enough to bring it down in one turn, though if you're unlucky on reflects it can survive even that.<br />
<br />
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==<br />
[[File:Высший Эфириал.jpg|right|thumb]]<br />
Same as the Ethereal, but with higher stats and reflection chance.<br />
<br><br><br><br><br><br />
{{Aliens (EU2012)}}<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&diff=72521Talk:Overwatch (EU2012)2016-08-12T14:41:33Z<p>Miteusz: /* Aim penalty modifier for dashing */ new section</p>
<hr />
<div>-- I've been trying to find more information regarding overwatch's Aim penalty. If a target were in high/light cover (-40 aim) and the overwatch penalty is somewhere less than that, it could be more advantageous to move to a position that forces the enemy to move and trigger overwatch, even at a penalty. It's possible the penalty could be smaller than low cover, but without any data aside from "at a small aim penalty" it is difficult to tell. Has anyone managed to datamine the ability or seen a "Tip" that gives any details? ~ [[User:Drakalu|Drakalu]] 15:41, 9 October 2012 (EDT)<br />
<br />
:Something in my brain says that I saw something saying it was 10 or 15, but I cannot confirm that at this time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:44, 9 October 2012 (EDT)<br />
<br />
:It's not mentioned in-game. I've been trying to spade it out, but it's tricky because first, the hit percentage is not shown, second, the RNG reset on loading a savegame also influences the AI's decision, and finally, dashing provides a defensive bonus. My best-contrived scenario has a 115 aim Sniper without Opportunist having a 75% stated hit chance on a Muton in light cover normally, and hitting 7 out of 12 times with Overwatch as it was forced out via a Support's Flush. So it LOOKS like the penalty is the same for light cover (which certainly isn't the same for heavy cover, where the sniper only had a 62% hit chance.) --[[User:Freeone3000|Freeone3000]] 04:20, 12 October 2012 (EDT)<br />
<br />
:On gear that gives defense, the wording is always a small amount is 10 and similar to low cover is 20 (not direct quotes), and on the gear that gives aim, 10 seems to be a significant increase. I am under the assumption that the aim penalty is no more then 15. [[User:Mavoc|Mavoc]] 14:45, 15 October 2012 (EDT)<br />
<br />
== We don't all play classic ==<br />
<br />
Not all XCOM players always play on classic difficulty! You can't always asume things like that.<br />
--[[User:Alexbuzzbee|Alexbuzzbee]] 14:14, 12 November 2012 (EST)<br />
<br />
Higher difficulties breed the best tips. Aliens on normal are easier is all. In fact, if you apply Classic tactics to normal you will do better than people who play on Classic, nothing wrong there really.--[[User:SuicidalSectoid|SuicidalSectoid]] 15:20, 12 November 2012 (EST)<br />
<br />
==Debatable Advice==<br />
Removed the last half because<br />
* Classic AI does not fire more if it can't move. This is behaviour seen on the *Normal* AI because it will sometimes move twice instead of firing, because its designed to sometimes make mistakes. I've never seen Classic AI move when it could sensibly fire.<br />
* Most of the good advice has been added to the first half now anyway.<br />
* Signing work is bad because it's an impediment to free editing (besides, after half of it has been edited, who gets the credit then?). Attribution is normally given by the edit history. Since this is a copy/paste of someone else's work the edit history doesn't give it, and it's on a private forum so I have no idea whether he requires attribution or not, so pretty much have to delete the whole lot if I want to delete the signature (which I do).<br />
[[User:Binkyuk|Binkyuk]] 06:55, 13 November 2012 (EST)<br />
<br />
: It's mainly a dump of information. In time the main overwatch article should incorporate all the valid points and the quote itself removed. I think something like the Ref open/close templates used for the quotes taken directly from the in-game Ufopaedia may be a good way to present quotes like this if they are required. Or if not those templates in particular, then something similar. -[[User:NKF|NKF]] 07:49, 13 November 2012 (EST)<br />
<br />
== Aim penalty modifier for dashing ==<br />
<br />
Isn't chance to hit on overwatch reduced by 0.7 factor for overwatch and additional, cumulative 0.7 for dashing, so total 0.7 * 0.7 = 0.49 for dashing, instead of 0.5? --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 10:41, 12 August 2016 (EDT)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Thin_Man_(EU2012)&diff=72520Talk:Thin Man (EU2012)2016-08-12T14:13:26Z<p>Miteusz: poison split damage</p>
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<div>Second main page up. Hope to make a page for the floater soon!--[[User:SuicidalSectoid|SuicidalSectoid]] 14:10, 20 October 2012 (EDT)<br />
:Very nice page! *thumbs up* :) [[User:Hobbes|Hobbes]] 06:37, 21 October 2012 (EDT)<br />
<br />
<br />
[https://www.facebook.com/photo.php?fbid=723153971042103&set=ms.723153974375436.723153971042103.723153967708770.bps.a.723153937708773.1073741830.112972802060226&type=1#!/media/set/?set=a.723153937708773.1073741830.112972802060226&type=1 Boom, snakemen.] --[[User:Xuncu|Xuncu]] 18:27, 20 December 2013 (EST)<br />
<br />
== Poison split damage ==<br />
I cannot find any information that poison split deals 20% damage. Also, it isn't consistent with my gameplay. --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 10:13, 12 August 2016 (EDT)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Bugs_(EU2012)&diff=72519Bugs (EU2012)2016-08-12T13:56:26Z<p>Miteusz: /* Snipers can switch weapons after after moving and hitting Overwatch */ typo</p>
<hr />
<div>This is the place to document bugs. In this case, bugs are errors that make the game work otherwise than intended. This is not the place for mods or for suggested improvements to things that currently function but would be "better" a different way. Those suggestions should go in [[Mods (EU2012)|Mods]]. Also, consider posting the bug on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
=====Hunker Down key binding doesn't work=====<br />
* Effect: pressing the key predefined for Hunker Down does nothing. <br />
* Status: despite being widely reported since EU came out, as of the latest EW patch it still hasn't been fixed.<br />
<br />
=====Hologlobe doesn't turn anymore=====<br />
* Effect: on EU it was possible to rotate the Hologlobe on Mission Control. On EW it isn't possible anymore. <br />
* Cause: either it was not supposed to happen on EU or something got broken on EW.<br />
* Fix: PatcherGUI modfix availible[http://www.nexusmods.com/xcom/mods/474/]<br />
<br />
=====Sats/Research/Building/etc take longer to complete=====<br />
* Effect: a sat is ordered with 20-21 days left until the end of the month report. But during the last days it will be delayed and the sat will only be completed after the month ends. <br />
* Cause: according to one [http://forums.2k.com/showthread.php?479221-Challenge-impossible-marathon-0-countries-lost-Going-to-try-Need-advice! poster] on the 2K forums this bug also applies to the missions created by the AI at the beginning of the month. It seems that the game discounts the time spend while "Scanning For Activity" in Building Projects/Research/etc completion time but ignores the time spend in Mission Control without advancing the clock. This includes Skyranger flight time but also when you are simply looking at the Hologlobe and waiting the hours for a soldier to recover from an injury or for a critical research project to be completed.<br />
* Implications: to avoid this bug, either start projects a few days earlier than their completed date. Or don't wait on Mission Control for the clock to tick down and always hit "Scan For Activity" or launch the Skyranger, even if that means you won't have that soldier who is recovering for an injury available for the mission. <br />
* Status: Reported on the 2K forums.<br />
<br />
=====Mission Control zoom=====<br />
* Effect: Clicking on the geoscape (the globe, not the "Mission Control" button) has no effect when any of the game characters are talking (voice over, text and their icon on the top right corner).<br />
* Cause: Unknown, clicking is back to normal after the character is done talking and the text with the icon disappear.<br />
<br />
====="Satellite down"=====<br />
* Effect: When I was in the Situation Room, Central popped up and said "satellite down". I had not lost any satellites. I was maxed out before and after the announcement.<br />
* Cause: Shortly before I had lost an Interceptor, so perhaps that or the remaining alien craft somehow triggered the sound bite.<br />
<br />
=====Situation Room zoom=====<br />
* Effect: Sometimes clicking on the Situation Room button changes the Situation Room from just its 2D map to the colorful panic levels and such, but the camera remains stuck out at the pan-across-the-facility level. You can click again, on either the button or the room, and it zooms in fine.<br />
* Cause: Unknown.<br />
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread. <br />
<br />
=====Underground Revival=====<br />
* Effect: A soldier was shot unconscious in the corner of a tall dirt berm (full cover). I ran my Support near, leaving the corner space open where the body was lieing, but somehow the unit revived inside the dirt / under the elevated ground. The next turn he was able to move and climbed over like a wall.<br />
* Cause: Unknown.<br />
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
=====Grayed out buttons=====<br />
* Effect: Rarely, a button is grayed out when it should be available. For example, starting in the Barracks looking at a Rookie, you can scroll onto a Sgt. or higher and sometimes the nickname button does not light up. If you leave and then come back in on that Sgt.+ it will be available again. This is also happening occasionally in combat with the fire button, though there the button still works by either mouse clicking or hitting the corresponding key (default = 1).<br />
* Cause: Unknown.<br />
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
=====Aliens teleporting=====<br />
* Effect: Alien squads (unprovoked) are not actually moving around the map, but teleporting short distances, which can be witnessed with use of battle scanner, for example. Side effects include enemy squads appearing right on top of your troops, or inside a ring of soldiers. Also, you may notice on terror missions a civilian dying, while next turn you find last enemy squad on the map - a squad of 2 drones and a sectopod far away from that point. Also, sometimes, rarely though, even "provoked" aliens suddenly teleport on top of your troops.<br />
* Cause: Aside from obvious lazy programming on developer's side, no discernible ways to reproduce the bug - seems to be totally random (can happen only with mobile squads, of course)<br />
* Status: Reported on XCOM 2K forum master bug thread, with saves attached. Nearly fixed on EW although it can still happen. <br />
<br />
=====Movement into occupied tiles and dirt=====<br />
* Effect: Sometimes, movement into a tile occupied by another soldier is allowed, putting two soldiers into a single tile. They both continue to function normally. Sometimes, when landing in a flying suit, your soldier will fall through the ground, appearing dug in the dirt (head popping), rendering him immobile for remainder of the mission. <br />
* Cause: Unknown, but if you happen to be able to target occupied tile with movement command, it remains so until that soldier moves, so when bug is triggered, it is reproduceable.<br />
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.<br />
<br />
=====Grappling hook malfunction=====<br />
* Effect: Grappling hook can do all sorts of weird things on you. Sometimes, you will teleport to a different tile after hook animation plays (teleportation happens when your soldier takes his weapon out, staying on the target tile). Sometimes, hook will simply fail - your soldier will return back to his starting position. Reloading may or may not fix the bug.<br />
* Cause: Unknown, usually not reproduced on reload.<br />
<br />
=====Armor change clipping=====<br />
* Effect: Often times when you upgrade your armor the previous armor will still exist on your soldier, causing the two to be together at once and cause a distorted, clipping armor effect. Usually this can be fixed by changing the armor deco (when this happens it defaults to deco 0), however with singular style armors such as the archangel there's no way to change its deco, meaning you're stuck with the effect on your armor.<br />
* Cause: Unknown<br />
<br />
=====Immobile after fall & revive=====<br />
[[File:Immobile (EU2012).jpg|right|300px]]<br />
* Effect: A soldier was shot unconscious and fell from the top of a train car onto an adjacent wooden box. When revived, the unit could take action but could not move.<br />
* Cause: Probably something related to an unregistered change in position from the train car to the box. In the image it appears the game thinks he should be up in midair instead of down on the box, which may also contribute to not being able to move (from midair).<br />
* Status: Replied on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
====Snipers can switch weapons after moving and hitting Overwatch====<br />
* Effect: if a Sniper goes to Overwatch with his pistol it's possible to left click on the soldier and switch the weapon back to the Sniper Rifle. This allows for Move and Overwatch if the Sniper doesn't have the Snap Shot ability. <br />
* Cause: Related to how soldiers can open doors, disable power nodes, etc. even after all of its moves are spent.<br />
* Fix? Was this fixed in EW after Power Node and Door Opening was disabled for a soldier who has used all of his moves?<br />
* No, can still do it, so apparently unrelated.<br />
<br />
===="Free" Overwatch doesn't check ammo.====<br />
* Effect: A soldier taking an overwatch shot when not on overwatch or suppression(likely due to Assault Close Combat Specialist perk) can make unlimited shots regardless of remaining ammo count.<br />
* Cause: Likely caused by programming oversight; the game probably checks whether you have enough ammo for overwatch when you GO on Overwatch, not when you make the shot.<br />
* Question: Do low-ammo Setinel Supports also trigger this?<br />
<br />
====Second Foundry pistol upgrade doesn't function====<br />
* Effect: Although it offers +10% to aim, and appears under the heading "Pistol" on the shot info screen, [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] is never actually added on to your final chance to hit.<br />
* Cause: Programming oversight. No sequence of user actions can cause or avoid this; it occurs in all situations.<br />
* Fixed in EW.<br />
<br />
====Difficulty Change & Weapon Drop====<br />
*Effect: If during a mission on normal or harder difficulties, an alien is given more damage than it has HP on easier difficulties, and the difficulty is turned down, the alien simply dies with it's intact weapon. Best demonstrated with Sectoids & grenades: ie, switching to Impossible, which gives it 4 HP, grenading it for 3 damage, and switching to any other difficulty. It will die, and a Plasma Pistol will show up in the post-mission Artifact Recovery list.<br />
*Cause: Programming oversight?<br />
<br />
====Museum or Museum Euro map bugs====<br />
*Effect: Unable to move into a square just to the right of the extraction area, just to the left of the lamp post. Also possible to stand in a square forward and to the right of this and see an alien below far away to the right (you'll get the beep sound that an alien is in view if you run through), but not be able to shoot, and the pod of aliens won't wake up.<br />
*Cause: Unknown.<br />
<br />
====Overwatch not triggering bug====<br />
*Effect: Alien finishing its movement in one of the 8 squares surrounding a soldier will not trigger overwatch fire if the alien was not previously visible to that unit. Alien will then proceed to murder your unit. To avoid, you have to remember not to place an overwatching soldier within one tile of a space that an alien can appear in. Such as corners. Common occurrences are rooftops with Chryssalids jumping up and overwatch not triggering, unit proceeds to get melee attacked. Also when positioning a soldier by a UFO opening and then waking up aliens inside from another angle.<br />
*Cause: Programming oversight or intentional difficulty increase.<br />
<br />
====EW: Ironman Corrupt Saves (XBOX360)====<br />
*Effect: After quitting game and resuming at later date, saves begin to show up "blank" and will not load saying "Corrupt". Never experienced issue over 50 games in EU, whereas last three Ironman enabled games in EW resulted in Corruption (on 4th now without Ironman anymore). Cannot confirm for other platforms (please verify if only situated to XBOX360)<br />
*Cause: Unknown. Seems to roughly corrupt mid-game. Haven't assaulted Alien Base but was dealing with EXALT.<br />
<br />
====Hole in Supply Barrage Roof====<br />
[[File:Roof Bug (EU2012).jpg|300px|thumb|right]]<br />
*Effect: Soldiers with the ability to jump/fly can move up through a hole in the roof despite there being no hole present.<br />
<br />
====Kinetic Strike Module and Flamethrower Upgrades====<br />
*Effect: Value after 50% upgrade from a previous game is carried over to the next to result. '''KSM''': 12 Base Damage is the normal amount with 18 after upgrade the first time, in the next game the upgrade will give you 27 damage points. '''Flamethrower''': 6 Base Damage before upgrade, 9 after, subsequent campaigns upgrade to 13.<br />
*Cause:''Unknown''<br />
*Solution: if MECs go unused in your next campaign, the bug will clear. After 1 game at bugged damage points it reset themselves to basic value.<br />
<br />
====Deep Pockets & Combat Stims====<br />
*Effect: Deep Pockets increases number of use for items by +1. Combat Stims is not affected, despite being an usable item (however, it is viewed as a skill during tactical game).<br />
*Cause: May be related to "skill" representation, developer overlook or intentional game design.<br />
<br />
====Disabling Shot vs Overwatch Aliens====<br />
* Effect: Weapon is disabled on the alien's next turn as per usual, but the alien can take an unlimited number of reaction shots during the player's turn. After discovering the bug (3 HP sectoid fired 5 reaction shots in a single turn at 3 different targets) was able to duplicate it on at least two other occasions.<br />
* Cause: An alien ends its turn on overwatch. On your turn, you use a sniper to disable the alien's weapon... either to close the distance to kill it or to stun it.<br />
* Status: Reported on XCOM 2k forum master bug thread. Supposedly fixed on EW but there are still reports coming of this bug. <br />
==Archive==<br />
Bugs that have been fixed in a [[Patches (EU2012)|Patch]].<br />
<br />
====='Ghost' SHIV=====<br />
* Effect: I built a normal SHIV in the Foundry and it was available to view in the Soldier list, but the SHIV itself was not there, just it's stats and the panel of buttons to the left (only dismantle was available) with an empty platform. Coincidentally, I could not load the SHIV in the squad prep screen for a mission.<br />
* Cause: Unknown, maybe building multiple SHIVs at the same time in the Foundry. Barracks had plenty of room and both an Alloy SHIV and a Hover SHIV were present so those could coexist in the Barracks.<br />
* Fix: 12Oct2012 patch fixed not being able to use damaged SHIVs.<br />
<br />
====EW: MEC Proximity Mines and skydropped Thin Men====<br />
*Effect: bomb disposal at large Graveyard map, common Thin Man drop after deactivation is one of the nearby crypts. Placing a proximity mine on the crypt. When the Thin man drops, he 'lands' on the bubble, stands, and the game crashes out.<br />
* Fix: 2Dec2013<br />
<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Movement_(EU2012)&diff=72518Movement (EU2012)2016-08-12T13:49:42Z<p>Miteusz: typo</p>
<hr />
<div>Movement (or Mobility) is a hidden unit stat in [[XCOM: Enemy Unknown]]. <br />
<br />
==Basics==<br />
A soldier's standard movement stat has the value of 12, which translates into 7 tiles (cell/square) for a half-turn move, and 15 tiles when dashing - both when running a straight line.<br />
<br />
According to [http://gaming.stackexchange.com/a/94286/35810 this post], the conversion for a ''half-turn'' move is: <br />
<br />
''round_down(attribute value * 0.625)''<br />
<br />
So, with a value of 12, we get: <br />
<br />
''12 * 0.625 = 7.5 => round_down(7.5) = 7 tiles''<br />
<br />
For conversion proposes, this page will use the following ratio:<br />
<br />
''1 game square (or cell/tile) costs 1.625 movement points to cross in a straight line (horizontal or vertical)''<br />
<br />
'''Dashing'''<br />
<br />
With dashing (using both actions to move), the value is doubled, so we get: <br />
<br />
''12 * 0.625 * 2 = 15 tiles''<br />
<br />
'''Diagonal Movement'''<br />
<br />
The cost of diagonal movement is determined by the Pythagorean theorem so value is:<br />
<br />
'' square root of (2 * (1.65 * 1.65)) = ~2.33''<br />
<br />
Diagonal movement is the most difficult element to consider when trying to figure out how much squares an enemy unit can move. One rule of thumb is to consider that moving 1 straight and 1 diagonal square cost almost 4 movement points, so a Chryssalid with 20 points can move 5 straight and 5 diagonal squares in a single action. <br />
<br />
==Movement Modifiers==<br />
A unit's movement stat can be increased/decreased by several modifiers. <br />
<br />
'''Positive modifiers'''<br />
* Abilities<br />
** The '''Sprinter''' ability of the [[Support (EU2012)|support class]]: '''+4 movement''' (or 3 tiles as on its description)<br />
** [[Muton (EU2012)|Muton]]'s Blood Call ability: '''+4 movement''' <br />
* Armor<br />
** [[Skeleton Suit (EU2012)|Skeleton Suit]]: '''+3 movement'''<br />
** [[Ghost Armor (EU2012)|Ghost Armor]]: '''+3 movement'''<br />
** [[Psi Armor (EU2012)|Psi Armor]]: '''+2 movement'''<br />
* Other<br />
** [[Combat Stims (EU2012)|Combat Stims]]: '''+4 movement'''<br />
** [[MEC Trooper (EU2012)|MEC]]'s Kinetic Strike Module: '''+4 movement'''<br />
** Combat Rush (triggered by the [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]] gene mod): '''+2 movement''' <br />
** Foundry's [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for MECs and SHIVs: '''+3 movement'''<br />
<br />
'''Negative modifiers'''<br />
* Injuries suffered while using [[Second Wave (EU2012)|Second Wave]]'s Red Fog option: '''-2 movement'''<br />
* Units under the influence of [[Flashbang Grenade (EU2012)|Flashbang]] grenades: '''-50% movement'''<br />
* Units under the influence of Mind Fray psionic abilitiy: '''-50% movement'''<br />
* Units poisoned: '''-25% movement'''<br />
* Units who are catching breath after a [[Seeker (EU2012)|Seeker]]'s Strangle attack: '''-75% movement'''<br />
<br />
==Second Wave Options and Movement==<br />
<br />
While on a vanilla game all your soldiers will have 12 movement points, there are 2 [[Second Wave (EU2012)|Second Wave]] options that can allow for soldiers with different movement stats. <br />
<br />
'''Not Created Equally'''<br />
<br />
When a soldier is recruited, the movement attribute may vary between 11 and 14 points.<br />
<br />
'''Hidden Potential''' <br />
<br />
Your soldiers may gain +1 movement per additional rank gained through promotions. The chance for that to happen is 10% for Heavy soldiers and 20% for all other classes. <br />
<br />
Theoretically, it would be possible to gain +7 movement points by the time a soldier reaches Colonel rank. However, the chances for that happening are extremely low. <br />
<br />
==Min/Max movement==<br />
With both Second Wave options enabled, the possible range of soldier movement is between 11 (minimum) and 21 (maximum), although the latter value is almost impossible to happen during a game. If all of the possible positive modifiers are applied to the maximum value, then theoretically the unit with highest movement value possible would be a soldier with the Sprinter ability, equipped with Skeleton Suit/Ghost Armor and under the influence of both Combat Rush and Combat Stims. That would give him 34 movement points on that turn, making it possible to move 21 straight squares on a single action, or 42 squares while dashing. <br />
<br />
Without both the Second Wave options enabled, the highest possible value for the movement stat is 25, or 15 straight tiles on a single action and 31 while dashing. <br />
<br />
==Movement Table==<br />
<br />
The table below converts most of the movement ranges possible in the game into how many tiles the unit can move in a straight line. Decimal values are converted to the nearest down/up integer. <br />
<br />
{| class="wikitable" width="100%" style="text-align: center<br />
|+ Movement, Tiles and Modifiers<br />
| align="center" style="background:#f0f0f0;"|'''Movement Stat'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (No Modifiers)'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (+4)'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (+3)'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (+2)'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (-25%)'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (-50%)'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (-75%)'''<br />
| align="center" style="background:#f0f0f0;"|'''# Tiles (-2)'''<br />
| align="center" style="background:#f0f0f0;"|'''Unit'''<br />
|- align="center"<br />
| 8||4,92||7,38||6,77||6,15||3,69||2,46||3,69||3,69||Zombie<br />
|- align="center"<br />
| 11||6,77||9,23||8,62||8,00||5,08||3,38||5,08||5,54||<br />
|- align="center"<br />
| 12||7,38||9,85||9,23||8,62||5,54||3,69||5,54||6,15||Standard for soldiers and most aliens<br />
|- align="center"<br />
| 13||8,00||10,46||9,85||9,23||6,00||4,00||6,00||6,77||<br />
|- align="center"<br />
| 14||8,62||11,08||10,46||9,85||6,46||4,31||6,46||7,38||Mechtoid, Seeker (Normal difficulty and above)<br />
|- align="center"<br />
| 15||9,23||11,69||11,08||10,46||6,92||4,62||6,92||8,00||´<br />
|- align="center"<br />
| 16||9,85||12,31||11,69||11,08||7,38||4,92||7,38||8,62||<br />
|- align="center"<br />
| 17||10,46||12,92||12,31||11,69||7,85||5,23||7,85||9,23||Berserker, Outsider (Classic/Impossible)<br />
|- align="center"<br />
| 18||11,08||13,54||12,92||12,31||8,31||5,54||8,31||9,85||Cyberdisc<br />
|- align="center"<br />
| 19||11,69||14,15||13,54||12,92||8,77||5,85||8,77||10,46||<br />
|- align="center"<br />
| 20||12,31||14,77||14,15||13,54||9,23||6,15||9,23||11,08||Chryssalid<br />
|- align="center"<br />
| 21||12,92||15,38||14,77||14,15||9,69||6,46||9,69||11,69||<br />
|- align="center"<br />
| 22||13,54||16,00||15,38||14,77||10,15||6,77||10,15||12,31||<br />
|- align="center"<br />
| 23||14,15||16,62||16,00||15,38||10,62||7,08||10,62||12,92||<br />
|- align="center"<br />
| 24||14,77||17,23||16,62||16,00||11,08||7,38||11,08||13,54||<br />
|- align="center"<br />
| 25||15,38||17,85||17,23||16,62||11,54||7,69||11,54||14,15||<br />
|- align="center"<br />
| 26||16,00||18,46||17,85||17,23||12,00||8,00||12,00||14,77||<br />
|- align="center"<br />
| 27||16,62||19,08||18,46||17,85||12,46||8,31||12,46||15,38||<br />
|- align="center"<br />
| 28||17,23||19,69||19,08||18,46||12,92||8,62||12,92||16,00||<br />
|- align="center"<br />
| 29||17,85||20,31||19,69||19,08||13,38||8,92||13,38||16,62||<br />
|- align="center"<br />
| 30||18,46||20,92||20,31||19,69||13,85||9,23||13,85||17,23||<br />
|- align="center"<br />
| 31||19,08||21,54||20,92||20,31||14,31||9,54||14,31||17,85||<br />
|- align="center"<br />
| 32||19,69||22,15||21,54||20,92||14,77||9,85||14,77||18,46||<br />
|- align="center"<br />
| 33||20,31||22,77||22,15||21,54||15,23||10,15||15,23||19,08||<br />
|- align="center"<br />
| 34||20,92||23,38||22,77||22,15||15,69||10,46||15,69||19,69||<br />
|-<br />
|}<br />
<br />
{{Gameplay_Mechanics_(EU2012)_Navbar}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category:Gameplay Mechanics (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=UFOs_(EU2012)&diff=72517UFOs (EU2012)2016-08-12T13:26:17Z<p>Miteusz: typo</p>
<hr />
<div>[[File:UFO 1 (EU2012).png|right|300px]]<br />
==UFO Types==<br />
[[File:UFO Detected (EU2012).png|right|300px]]The UFOs deployed by the [[Aliens (EU2012)|aliens]] range in size and on their individual missions. The exact aliens each craft carry can also [[Alien Deployment (EU2012)|vary]] considerably due to timeline, story progression and [[Difficulty (EU2012)|difficulty]] level. <br />
<br />
For additional UFO information, see the links below and the [[Maps_(EU2012)|maps]] section for the appropriate UFO. For the UFO stats related to Air Combat see [[Air_Combat_(EU2012)#Craft_.26_Armaments_Stats|Craft & Armament Stats]].<br />
<br />
{| class="wikitable" width="70%" <br />
|+ UFO <br />
|- <br />
! width="5%" align="center" | Type<br />
! width="5%" align="center" | Size<br />
! width="15%" align="center" | Missions (First Appearance/Marathon)<br />
! width="15%" align="center" | Tactical Maps<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[Small Scout (EU2012)|Small Scout]]<br>[[Image:Small Scout Airborne (EU2012).png|200px]]|| Small || Scout Target (March)<br>Harvest Live Specimens (April) || [[SmallScout_Badlands (EU2012)|Small Scout Badlands]]<br>[[SmallScout_DirtRoad (EU2012)|Small Scout Dirt Road]]<br>[[SmallScout_Marshlands (EU2012)|Small Scout Marshlands]]<br>[[SmallScout_Quagmire (EU2012)|Small Scout Quagmire]]<br>[[Small Scout Farm (EU2012)|Small Scout Farm]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[Small Scout Nuked City (EU2012)|Small Scout Nuked City]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[Small Scout Roadhouse (EU2012)|Small Scout Roadhouse]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[SmallScout_River (EU2012)|Small Scout River]]<br>[[SmallScout_RiverValley (EU2012)|Small Scout River Valley]]<br />
|- align="center" <br />
| [[Large Scout (EU2012)|Large Scout]]<br>[[Image:Large Scout Airborne (EU2012).png|200px]]|| Medium || Scout Target (April) <br>Harvest Live Specimens (May/June)<br>Destroy Satellite (March<sup>1</sup>) ||[[LargeScout_DeepWoods (EU2012)|Large Scout Deep Woods]]<br>[[LargeScout_ForestTrench (EU2012)|Large Scout Forest Trench]]<br>[[LargeScout_Stonewall (EU2012)|Large Scout Stonewall]]<br>[[LargeScout_TheBarrens (EU2012)|Large Scout The Barrens]]<br>[[Large Scout City (EU2012)|Large Scout City]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[LargeScout_CreepyForest (EU2012)|Large Scout Creepy Forest]]<br>[[LargeScout_Hillside (EU2012)|Large Scout Hillside]]<br />
|- align="center" <br />
| [[Overseer (EU2012)|Overseer UFO]]<br>[[Image:Overseer Airborne (EU2012).png|200px]]|| Medium || Final Preparations (after Hyperwave Relay is built)||[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]]<br>[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]]<br>[[Overseer_StoneWall (EU2012)|Overseer Stone Wall]]<br>[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]]<br />
|- align="center" <br />
| [[Abductor (EU2012)|Abductor]]<br>[[Image:Abductor Airborne (EU2012).png|200px]]|| Large || Scout Target (May/June)<br>Harvest Live Specimens (July/October)<br>Abduct Specimens (March<sup>2</sup>) ||[[Abductor_Cliffside (EU2012)|Abductor Cliffside]]<br>[[Abductor_ScorchedEarth (EU2012)|Abductor Scorched Earth]]<br>[[Abductor_FarmOutskirts (EU2012)|Abductor Farm Outskirts]]<br>[[Abductor_WindingStream (EU2012)|Abductor Winding Stream]]<br>[[Furies Map (EU2012)|Furies]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br />
|- align="center" <br />
| [[Supply Barge (EU2012)|Supply Barge]]<br>[[Image:Supply Barge Airborne (EU2012).png|200px]]|| Large || Scout Target (August/December)<br>Harvest Live Specimens (September/February)||[[SupplyShip_OverlookA (EU2012)|Supply Ship Overlook A]]<br>[[SupplyShip_Wildfire (EU2012)|Supply Ship Wildfire]]<br>[[SupplyShip_ForestGrove (EU2012)|Supply Ship Forest Grove]]<br>[[SupplyShip_RockyGorge (EU2012)|Supply Ship Rocky Gorge]]<br />
|- align="center" <br />
| [[Battleship (EU2012)|Battleship]]<br>[[Image:Battleship Airborne (EU2012).png|200px]]|| Very Large || Scout Target (October/April)<br>Terrorize Populace (April<sup>2</sup>)<br>Destroy Satellite (See<sup>1</sup>)||[[Battleship01 (EU2012)| Battleship 01]]<br>[[Battleship02 (EU2012)| Battleship 02]]<br>[[Gangplank Map (EU2012)|Gangplank]]<br />
|- <br />
| colspan="4" |<sup>1</sup>The Large Scout is replaced by the Battleship in June (Easy/Normal difficulty levels), May (Classic) or April (Impossible)<br><sup>2</sup> These UFOs cannot be detected<br />
|}<br />
<br />
For Temple Ship details see the [[Storyline Missions (EU2012)#Temple Ship Assault|Storyline]] page (massive spoilers!).<br />
<br />
The [[Alien Deployment (EU2012)|amount]] of aliens on a crashed UFO mission will always be lesser than on a UFO that Landed UFO on its own.<br />
<br />
==UFO Missions==<br />
UFOs came on a variety of types and some will only perform specific missions, with their generation determined by the A.I. game objectives. Each mission will be generated by the A.I. and then a UFO will be assigned, either predetermined or random. It is possible to see the UFO's specific objectives after building the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] in HQ.<br />
<br />
Each month the A.I. will create several missions in order to achieve the following objectives:<br />
<br />
{| class="wikitable" width="70%" <br />
|+ A.I. Objectives<br />
|- <br />
! width="5%" align="center" | Objective/Mission<br />
! width="10%" align="center" | UFO type<br />
! width="10%" align="center" | UFO detection<br />
! width="10%" align="center" | UFO Appearance <sup>4</sup><br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Harvest Live Specimens || Any UFO, except the [[Overseer (EU2012)|Overseer]] || Yes || UFO can appear on days 2-16 or 9-23 <br />
|- align="center" <br />
| Scout Target|| Any UFO, except the Overseer || Yes || UFO can appear on days 9-10 or 16-17 <br />
|- align="center" <br />
| Destroy Satellite || [[Large Scout (EU2012)|Large Scout]] or [[Battleship (EU2012)|Battleship]] || Yes || 2nd UFO appears up to 5 days after 1st UFO is ignored.<br />
|- align="center" <br />
| Abduct Specimens || [[Abductor (EU2012)|Abductor]] || No<sup>1</sup> || 1st Abductions: can happen on days 1 to 8; 2nd Abductions: can happen on days 11 to 25<br />
|- align="center" <br />
| Terrorize Populace || Battleship || No<sup>1</sup> || Can appear on days 13-27<br />
|- align="center" <br />
| Final Preparations || Overseer || Yes<sup>2</sup>||Can appear on days 2-8, 12-18 or 22-28<br />
|- align="center" <br />
| Reconaissance || Small Scout || Yes || 1st UFO detected. Will appear on days 5 to 15 <br />
|- align="center" <br />
| Target Reconnaissance || None<sup>3</sup> || ? ||Never generated<br />
|-<br />
| colspan="4" | <sup>1</sup> By changing the value of ShowUFOSonMission from 0 to 1 on the DefaultGameCore.ini file it is possible to detect these UFOs.<br><br />
<sup>2</sup> Only after Hyperwave Relay is built on HQ.<br><br />
<sup>3</sup> This objective appears listed on the game files but it appears to be legacy code.<br><br />
<sup>4</sup> Under confirmation<br />
|}<br />
<br />
To achieve the previous objectives, the Aliens (a.k.a. A.I.) make a monthly plan of missions that is checked and updated every half hour of game time. This includes generating a country list to determine possible Abductions targets, along with any countries marked for a Terror Site. The aliens schedule also includes all the missions where UFOs can be detected, or ones taking part in Harvest Live Specimens, Scout Target or Final Preparations missions, and finally, any future Council missions.<br />
<br />
'''Detected UFOs'''<br />
<br />
Detected UFOs can be conducting 4 types of [[UFOs (EU2012)#UFO Missions|UFOs]]: Scout Target, Destroy Satellite, Harvest Live Specimens, and Final Preparations.<br />
* Each month there's a limit of 2 UFOs being detected either landed (Harvest Live Specimens mission) or flying (Scout Target or Final Preparations missions), more UFOs can appear in case a Destroy Satellite UFO mission is generated but there's a maximum of 2 UFO ground missions. The UFO type will never be the one of the last mission.<br />
** Before the Alien Base assault, a 2nd UFO can be detected only in April and May (April to June with Marathon). After the Alien Base is assaulted, a 2nd UFO can be detected every month. <br />
* If any Harvest Live Specimens or Scout Target missions are completely ignored the aliens will send quickly a Large Scout/Battleship on a Destroy Satellite mission. If the first mission is ground assaulted or intercepted, regardless of the final result, the 2nd mission will not be generated. <br />
* If the last mission has been a Crashed UFO, there's a 66% chance that a UFO will appear on a Scout Target mission. Otherwise it will be a Landed UFO mission. This value is defined on the UFO_INTERCEPTION_PCT setting at DefaultGameCore.ini.<br />
** The function used is ChooseUFOMission on XGStrategyAI at XComStrategyGame.upk<br />
* The game will make a pool of available UFOs for either the Harvest or Scout Target missions, adding new types each month and randomly selecting a type for the mission. The exceptions are in the two first months, where the aliens will send predetermined UFO types on Scout Target missions (Small Scout in March & Large Scout in April).<br />
<br />
==UFO Flight Modes==<br />
Detected UFOs can have several flight modes, depending on their mission: <br />
* Arrival - there are 2 difference possible approaches, although the UFO can't be detected. UFO's speed will be 50% of max.<br />
* SpendTime - UFO loiters in a determined area, flying time usually determined to be 4 hours, with a speed of 75%<br />
* FlyOver - heads towards a specific location at 75% speed<br />
* Landing - heads towards its target landing area, speed is 20%<br />
* Departure - towards a random location, UFO's speed will be 50% of max (needs checking since it appears otherwise, that the UFO accelerates when compared to FlyOver speed)<br />
* Liftoff - UFO can't be detected, speed incremented over max<br />
<br />
A UFO's flight plan will consist of several of these modes, depending on its mission. A Flying UFO has 5 modes: Arrival, SpendTime (usually about 4 hours), FlyOver, Departure and Liftoff. However, once the UFO is intercepted but not shot down it will immediately switch from SpendTime to Flyover to prepare itself to leave the Earth's atmosphere. <br />
<br />
===Abduct Specimens===<br />
* Before the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission, there will be 2 [[Alien Abductions (EU2012)|Abductions]] each month, regardless if there's 3 or more countries left in the Council without a satellite. <br />
* After the Alien Base is assaulted it can be none or up to 2 monthly missions, depending if there's still 3 or more countries remaining on the Council without satellites. <br />
* The aliens will target any countries still in the [[The Council (EU2012)|Council]] that don't have a satellite deployed and avoid any country already marked for a Terror Site during the month.<br />
* The number of countries with abductions is 3, but it can be less, depending on the number of countries without a satellite, if the Alien Base hasn't been assaulted yet. <br />
* Each country marked for Abductions has a Large Scout sent first for reconnaissance and afterwards an [[Abductor (EU2012)|Abductor]] that carries the mission. These UFOs can only be detected and shot down if the ShowUFOSonMission value on the DefaultGameCore.ini file is changed. If that happens, the Abduction mission over that country will not take place. <br />
** It is also possible to mod the AI so that it will choose countries with satellites as Abduction targets. <br />
<br />
===Terrorize===<br />
* Before the Alien Base mission, there's 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.). After the base is destroyed, it takes place every month. <br />
* There's a 75% chance that the aliens will choose to terrorize the most panicked country. If not, the aliens will prioritize countries in continents with the most [[Panic (EU2012)|panic]] levels. <br />
* The targeted country will also be removed from any Abduction missions that take place. <br />
* This mission is consists of undetected 2 Battleships on a Terrorize Populace mission, the first one for scouting, the second to carry the actual mission. If they are detected (possible through changing the ShowUFOSonMission value) and the 2nd Battleship is shot down the Terror mission will not take place. <br />
<br />
===Scout Target===<br />
*The UFO will roam around in the region it is patrolling. If left unattended (no interception attempt is made), it will trigger the arrival of a UFO on Destroy a [[Satellite (EU2012)|Satellite]] mission in the following several days. <br />
<br />
*This mission is initially performed by the Small Scout, and at certain month the aliens will add another type to be randomly chosen when the mission is generated: Large Scout (April), Abductor (May), Supply Barge (August) and October (Battleship).<br />
<br />
*Notice that the following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission. <br />
<br />
===Harvest Live Specimens===<br />
*All landed UFO missions will be of this type and it can be taken by any UFO, from Small Scouts to [[Supply Barge (EU2012)|Supply Barges]], with the exception of the Battleship. Sending a squad to assault the craft will result in a [[Landed UFO (EU2012)|Landed UFO]] ground mission. <br />
*If this mission is ignored (if no tactical [[Missions (EU2012)|mission]] is launched, regardless of a victory or a defeat) it will later generate a UFO on a Destroy Target mission. <br />
<br />
===Destroy Satellite===<br />
This mission can only happen if you ignore an airborne UFO or landed UFO, and is a good way of getting more Battleships in order to harvest more [[Fusion Core (EU2012)|Fusion Core]]s for [[Blaster Launcher (EU2012)|Blaster Launcher]] production. If the UFO is shot down, it is possible to launch a [[Crashed UFO (EU2012)|Crashed UFO]] ground mission to recover the craft. <br />
* The UFO must be completely ignored, i.e. launching an interceptor and failing to shoot down the craft, either by it escaping or aborting the engagement will not generate UFO with Destroy Satellite mission.<br />
* Ignored UFOs on Abduction or Terrorize missions will not generate retaliation UFOs, as well as ignored Overseers.<br />
* If the difficulty level is Easy or Normal the retaliation UFO will only be generated if there are 3 or more satellites deployed. <br />
<br />
A few days after the 1st UFO, a 2nd will be generated that will hunt the satellite over the country where the previous flyby took place. You will be told by Bradford that there's a new contact that gives off a distinct signature, "as if it is looking for something". The are only two types of UFOs used on this mission: <br />
* [[Large Scout (EU2012)|Large Scout]] <br />
* [[Battleship (EU2012)|Battleship]]<br />
* The Large Scout is replaced by the Battleship in June (Easy/Normal [[Difficulty (EU2012)|difficulties]]), May (Classic) or April (Impossible). <br />
* The UFO will hunt for and destroy a satellite in the country it is patrolling. <br />
**Completing the [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] Foundry project reduces chance of the UFO to succeed from 100% to 25% on the first pass, and from 100% to 50% on its second pass (source: DefaultGameCore.cfg). <br />
<br />
If the satellite is destroyed, panic in the country will rise to level 5 and it most likely will leave the Council at the end of month, unless the [[Panic (EU2012)|panic]] level is lowered. It is always a good idea to have a spare satellite to launch immediately if a satellite is destroyed unexpectedly.<br />
<br />
===Final Preparations===<br />
*Final Preparation is the mission undertaken by the [[Overseer (EU2012)|Overseer]] UFO. <br />
*This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built. <br />
*If the UFO is shot down, it is possible to launch the [[Storyline Missions (EU2012)#Assault Overseer UFO|Assault Overseer]] Storyline mission, the [[Crashed UFO (EU2012)|Crashed UFO]] ground mission to recover the craft alien.<br />
<br />
==UFO Salvage==<br />
The alien [[Alien Artifacts (EU2012)|artifacts]] that can be gained from ground assaulting the UFOs are also highly variable, depending on UFO size with heavily damaged and [[Crashed UFO (EU2012)|crashed UFO]]s giving lower salvage versus a pristine [[Landed UFO (EU2012)|Landed UFO]] (higher numbers). Destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage, as well as fires started by [[Weapons (EU2012)|weapon]] fire or [[Cyberdisc (EU2012)|Cyberdisc]] explosions will eat up walls and even destroy [[UFO Flight Computer (EU2012)|UFO Flight Computers]] or [[UFO Power Source (EU2012)|UFO Power Sources]] they come in contact with, also reducing the amount of salvage.<br />
<br />
{| class="wikitable" width="100%" <br />
|+UFO Salvage {{verify}}<br />
| align="center" style="background:#f0f0f0;"|'''UFO'''<br />
| align="center" style="background:#f0f0f0;"|'''Elerium<sup>1</sup>'''<br />
| align="center" style="background:#f0f0f0;"|'''Crashed Min'''<br />
| align="center" style="background:#f0f0f0;"|'''Crashed Max'''<br />
| align="center" style="background:#f0f0f0;"|'''Alien Alloys<sup>2</sup>'''<br />
| align="center" style="background:#f0f0f0;"|'''Crashed Min'''<br />
| align="center" style="background:#f0f0f0;"|'''Crashed Max'''<br />
| align="center" style="background:#f0f0f0;"|'''Alien Food'''<br />
| align="center" style="background:#f0f0f0;"|'''Alien Stasis Tank'''<br />
| align="center" style="background:#f0f0f0;"|'''UFO Nav Computer'''<br />
| align="center" style="background:#f0f0f0;"|'''Alien Surgery'''<br />
| align="center" style="background:#f0f0f0;"|'''UFO Power Source'''<br />
|- align="center" <br />
| [[Small Scout (EU2012)|Small Scout]]||25||12,5||18,75||60||30||54||||||2||||1<br />
|- align="center" <br />
| [[Large Scout (EU2012)|Large Scout]]||50||25||37,5||120||60||108||||||4||||2<br />
|- align="center" <br />
| [[Abductor (EU2012)|Abductor]]||50||25||37,5||160||80||144||||6||4||2||2<br />
|- align="center" <br />
| [[Supply Barge (EU2012)|Supply Barge]]||100||50||75||200||100||180||10||8||4||2||4<br />
|- align="center" <br />
| [[Battleship (EU2012)|Battleship]]<sup>3</sup>||100||50||75||260||130||234||||||6||||4<br />
|- align="center" <br />
| [[Overseer (EU2012)|Overseer]]<sup>4</sup>||100||50||75||120||60||108||||||4||||4<br />
|- <br />
| colspan="12" | <sup>1</sup> 25 Elerium per Power Source. On Easy Difficulty mode, recovered Elerium increased by 20%. Elerium on Crashed UFOs can vary between 50% and 75% of total value<br><sup>2</sup> On Easy Difficulty mode, recovered Alloys are increased by 25% and in a Crashed UFO they vary between 50% and 90%.<br><sup>3</sup> Plus 2 Fusion Cores.<br><sup>4</sup> Plus 1 Ethereal Device.<br>Values for the Enemy Within DLC. <br />
|}<br />
<br />
The larger components of UFOs also have defined percentages for surviving a crash:<br />
* [[UFO Power Source (EU2012)|UFO Power Source]] - 33%<br />
* [[UFO Flight Computer (EU2012)|UFO Flight Computer]] - 50%<br />
* Alien [[Alien Surgery (EU2012)|Surgery]], [[Alien Stasis Tank (EU2012)|Stasis Tank]] and [[Alien Food (EU2012)|Food]] - 25%<br />
* [[ (EU2012)| ]]Ethereal Device - 100%<br />
* If a [[EMP Cannon (EU2012)|EMP Cannon]] is used to bring down the UFO, the salvage percentages above, including those of [[Elerium (EU2012)|Elerium]] and [[Alien Alloys (EU2012)|Alloys]], are all increased to 100%.<br />
<br />
==UFO Crews==<br />
Each UFO will be manned by aliens, consisting of a commander type unit (Outsider, Sectoid Commander or Ethereal) and additional aliens. Their total numbers depend on the status of the UFO, landed craft will have more aliens present than a crashed one, and the size of the UFO. Larger UFOs (from Abductor above) will also have some of the larger alien species such as Berserkers or Sectopods. It is unknown the effect that EMP Cannon has on crew numbers. <br />
<br />
For complete numbers and types of aliens during UFO missions, see [[Alien Deployment (EU2012)|Alien Deployment]].<br />
<br />
==See Also==<br />
* [[Alien Life Forms (EU2012)|Alien Life Forms]]<br />
* [[Alien Artifacts (EU2012)|Alien Artifacts]]<br />
* [[Hangar (EU2012)|Hangar]]<br />
* [[Missions (EU2012)|Missions]]<br />
* [[Storyline (EU2012)|Storyline]]<br />
* [[Alien Deployment (EU2012)|Alien Deployment]]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category:UFOs (EU2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&diff=72516Talk:Sectopod (EU2012)2016-08-12T13:15:41Z<p>Miteusz: </p>
<hr />
<div>Sectopod Doubleshot: hm, I don't recall ever, EU or EW, shooting at the same soldier twice (have had "misses" take out cover of second target, tho...). I just tried it in EW, and the sectopod only took one shot, used it's second to move away. --[[User:Xuncu|Xuncu]] 05:57, 12 December 2013 (EST)<br />
:Indeed. I've not seen a Sectopod in EW shoot at the same target twice, which you'd expect it to do most of the time if it had the ability to (since the algorithm that led it to shoot at that soldier should lead it to shoot the same soldier again). [[User:Binkyuk|Binkyuk]] 07:09, 12 December 2013 (EST)<br />
::I may have seen it taking the shot twice at the same soldier but it's very rare to happen. I need to check my videos to see if there's any proof of that happening. <br />
::Something else I've noticed on EW: Sectopods use their cannon a lot more to target cover. I've had a fight where two of my soldiers were using a van for cover and the Sectopod fired first at the van, making it explode, and then targeted one of the soldiers (who was now in half cover instead of full. That was a clever move on the AI. [[User:Hobbes|Hobbes]] 07:19, 12 December 2013 (EST)<br />
:::Yes, I suspect the AI "cheats" at least that much when the oppertunity arises. It is rather surprising, as I've never seen the AI do that "use the miss to deliberatley take out cover" thing with any other aliens (if they did aim to take out cover, it'd be with one of the grenade-wielding species doing a toss-- naturally, always with the one who's turn it is ''first'')(trying it myself, a fair number of times I've managed to use misses to take out an alien's cover. Rapid Fire and Bullet Storm help to pull it off). Also, have had instances where I lost sight of the 'Pod, and on it's turn, it'd use both actions to shoot at nothing: *chest cannon beams flash through the sky* ".... the fuck are you shooting at?"--[[User:Xuncu|Xuncu]] 07:37, 12 December 2013 (EST)<br />
::::I have a feeling it missed on that first shot, Hobbes. I don't think I've ever seen Cannon Fire ever target cover. I have seen Sectopods shoot same target twice in EW, especially against MECs. I just don't remember in EU since I never tried to have single soldiers up against one.--[[User:DracoGriffin|DracoGriffin]] 11:45, 12 December 2013 (EST)<br />
:::::The Sectopod will target cover, I'd seen yet before on EU but it seems more now on EW. I just had a mission where it deliberately fired its cannon against a wall that was covering a ghosted soldier. Since it couldn't hit the soldier because of the stealth, the AI decided to blast the cover instead. Lucky for the soldier it had stealth because of Ghost Armor, not Mimetic Skin, otherwise it would be revealed and dead afterward. It is possible that the shot at the van was a miss although I don't recall seeing the "Missed" message. [[User:Hobbes|Hobbes]] 13:04, 12 December 2013 (EST)<br />
:I've only had them attack separate targets, even against MECs, although I have had the shooting of nothing quite a few times. (Sectopod glitched onto a navigation unit in the alien base mission and fired at the Door continuously, before coming down and through the door.--[[User:Ditto51|Ditto51]] 12:46, 12 December 2013 (EST)<br />
<br />
Heh, the limbs on sectopods (and mechtoids) aren't entirely connected, so when you kill them--- well, I've had a Mechtoid's head go flying off, and Sectopod bodies roll away downhill. Not a bug, just amusing of the 'puppet' mechanics of how they were animated. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 15:45, 8 July 2014 (EDT)<br />
<br />
==Electro Pulse disables death explosion?==<br />
<br />
Seems to be what I experienced in a recent game. My MEC ran into melee with the Sectopod and stunned it with Electropulse. The next turn, while the Sectopod was still stunned, I had her beat it down with Kinetic Strike Module, and there was no death explosion damage to her after the Sectopod died. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:52, 12 December 2013 (EST)<br />
:Mm, no. Stunned, and then had someone else do the kill, still took damage. If oppertunity arises, will test if still so if killing hit is *with* the EMP attack... heh, killed one on an embankment, the 'head' fell off the legs and rolled all the way down the hill! --[[User:Xuncu|Xuncu]] 03:45, 24 December 2013 (EST)<br />
<br />
== Sectopod Overwatch in EW: Infinite Overwatch Shots? ==<br />
<br />
So the other day, I got into a bad scrape with a sectopod on a terror mission that went FUBAR. At one point, in desperation I had a character with Lightning reflexes make a LONG run for it to get out of Line of sight and regroup. The first Overwatch shot missed due to lightning reflexes like planned, then the second missed due to the blessings of our lord and savior RNGesus, as I hoped it would. <br />
<br />
The third overwatch shot however, didn't miss. Which is frustrating since it killed my soldier. Also frustrating because I thought Sectopods only had TWO overwatch shots. This entry even says as much.<br />
<br />
So yeah, it might be yet another change for EW, or it might have been a bug, but I think Sectopod's overwatch is sort of like an uber Rapid-Reaction ability now, and they can get as many Overwatch shots (or at least 3) on the first runner they see. But the thing is, the sectopod has to miss the first two shots AND the Runner has to be in the open for a while to see this occur - like I said I was having my guy run a LONG way without breaking LOS to get to a spot that could. My only other thought about this is that it might also have to do with The sectopod's "energy", as I'm pretty sure it didn't take all of its actions the turn before, but that's just speculation on my part, whereas the 3rd Overwatch shot definitely isn't seeing as my soldier is now dead. <br />
<br />
Anywho, the point is simply that Sectopod Overwatch may need some more investigating for EW. I will start a non-Ironman game to see about this and do some testing for further results.--[[User:MrGonesHead|MrGonesHead]] 01:25, 16 December 2013 (EST)<br />
:Sounds similar to the Sectoid glitch; if a Sectoid is on overwatch, and you attempt to disable it (like to weaken it for a stun), it can get 'infinite' Overwatch shots. But yeh, on Ironman? Ouch.--[[User:Xuncu|Xuncu]] 02:33, 17 December 2013 (EST)<br />
<br />
<br />
:If I'm reading this right, you moved one soldier once (which was Dashing a long distance) and was shot at three times? Something is wrong here or missing part of events. I have never had a Sectopod ever Overwatch fire a single soldier more than once unless I move the soldier than Dash him (taking two moves instead of one combined move). However, I have had Sectopods have multiple Overwatches by firing at different soldiers (one Overwatch per soldier unless moved as example above). I'm not sure why that was never added to page but it's easily replicated. Best way to prevent this is twofold:<br />
*'''A''': Disabling Shot Sectopod prior to any moves<br />
*'''B''': Suppression fire Sectopod seems to "disable" Overwatches in my experience<br />
Could you perhaps expand on the sequence of events?--[[User:DracoGriffin|DracoGriffin]] 03:21, 17 December 2013 (EST)<br />
<br />
This might be of interest: http://www.youtube.com/watch?v=vMWO1YDlkVs It looks like Disabling Shot is a really bad idea vs Sectopods in EU. --[[User:Zyxophoj|Zyxophoj]] ([[User talk:Zyxophoj|talk]]) 05:30, 23 February 2014 (EST)<br />
<br />
This may be late to the discussion, but I just had this bug or something similar happen (EW, Normal, Iron Man, December 2015 Terrorism CommercialStreet; Windows 7, Steam). One Sectopod was on the map, and it was firing reaction shots, about one reaction shot for every 2 or 3 tiles moved by every soldier in its view. Fired one Disabling Shot at it but missed, not sure if that triggered the bug or if it was already doing it, since early on most of the soldiers were only moving on and off corners or back into full cover from now-destroyed cover (no opportunity for multiple reaction shots at same soldier). In one turn, since most of the walls were being destroyed, I tried to sprint an Assault (Lightning Reflexes) to use a stanchion as cover, then tried to normal-move a Sniper to the same spot; each was killed by the Sectopod's fourth reaction shot against it (8 reaction shots against the 2 soldiers in the same turn). The page may need to be updated to indicate that if this bug was fixed, it's back, or it may have simply been made more intermittent.<br />
--[[User:Pjw|Pjw]] 18:14, 04 August 2015 (EST)<br />
<br />
It's not true that Sectopod have two reaction shots on overwatch, as you can see in video in link given by Zyxophoj (without using Disabling Shot ability). --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 09:14, 12 August 2016 (EDT)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&diff=72515Talk:Sectopod (EU2012)2016-08-12T13:14:38Z<p>Miteusz: Sectopod overwatch</p>
<hr />
<div>Sectopod Doubleshot: hm, I don't recall ever, EU or EW, shooting at the same soldier twice (have had "misses" take out cover of second target, tho...). I just tried it in EW, and the sectopod only took one shot, used it's second to move away. --[[User:Xuncu|Xuncu]] 05:57, 12 December 2013 (EST)<br />
:Indeed. I've not seen a Sectopod in EW shoot at the same target twice, which you'd expect it to do most of the time if it had the ability to (since the algorithm that led it to shoot at that soldier should lead it to shoot the same soldier again). [[User:Binkyuk|Binkyuk]] 07:09, 12 December 2013 (EST)<br />
::I may have seen it taking the shot twice at the same soldier but it's very rare to happen. I need to check my videos to see if there's any proof of that happening. <br />
::Something else I've noticed on EW: Sectopods use their cannon a lot more to target cover. I've had a fight where two of my soldiers were using a van for cover and the Sectopod fired first at the van, making it explode, and then targeted one of the soldiers (who was now in half cover instead of full. That was a clever move on the AI. [[User:Hobbes|Hobbes]] 07:19, 12 December 2013 (EST)<br />
:::Yes, I suspect the AI "cheats" at least that much when the oppertunity arises. It is rather surprising, as I've never seen the AI do that "use the miss to deliberatley take out cover" thing with any other aliens (if they did aim to take out cover, it'd be with one of the grenade-wielding species doing a toss-- naturally, always with the one who's turn it is ''first'')(trying it myself, a fair number of times I've managed to use misses to take out an alien's cover. Rapid Fire and Bullet Storm help to pull it off). Also, have had instances where I lost sight of the 'Pod, and on it's turn, it'd use both actions to shoot at nothing: *chest cannon beams flash through the sky* ".... the fuck are you shooting at?"--[[User:Xuncu|Xuncu]] 07:37, 12 December 2013 (EST)<br />
::::I have a feeling it missed on that first shot, Hobbes. I don't think I've ever seen Cannon Fire ever target cover. I have seen Sectopods shoot same target twice in EW, especially against MECs. I just don't remember in EU since I never tried to have single soldiers up against one.--[[User:DracoGriffin|DracoGriffin]] 11:45, 12 December 2013 (EST)<br />
:::::The Sectopod will target cover, I'd seen yet before on EU but it seems more now on EW. I just had a mission where it deliberately fired its cannon against a wall that was covering a ghosted soldier. Since it couldn't hit the soldier because of the stealth, the AI decided to blast the cover instead. Lucky for the soldier it had stealth because of Ghost Armor, not Mimetic Skin, otherwise it would be revealed and dead afterward. It is possible that the shot at the van was a miss although I don't recall seeing the "Missed" message. [[User:Hobbes|Hobbes]] 13:04, 12 December 2013 (EST)<br />
:I've only had them attack separate targets, even against MECs, although I have had the shooting of nothing quite a few times. (Sectopod glitched onto a navigation unit in the alien base mission and fired at the Door continuously, before coming down and through the door.--[[User:Ditto51|Ditto51]] 12:46, 12 December 2013 (EST)<br />
<br />
Heh, the limbs on sectopods (and mechtoids) aren't entirely connected, so when you kill them--- well, I've had a Mechtoid's head go flying off, and Sectopod bodies roll away downhill. Not a bug, just amusing of the 'puppet' mechanics of how they were animated. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 15:45, 8 July 2014 (EDT)<br />
<br />
==Electro Pulse disables death explosion?==<br />
<br />
Seems to be what I experienced in a recent game. My MEC ran into melee with the Sectopod and stunned it with Electropulse. The next turn, while the Sectopod was still stunned, I had her beat it down with Kinetic Strike Module, and there was no death explosion damage to her after the Sectopod died. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:52, 12 December 2013 (EST)<br />
:Mm, no. Stunned, and then had someone else do the kill, still took damage. If oppertunity arises, will test if still so if killing hit is *with* the EMP attack... heh, killed one on an embankment, the 'head' fell off the legs and rolled all the way down the hill! --[[User:Xuncu|Xuncu]] 03:45, 24 December 2013 (EST)<br />
<br />
== Sectopod Overwatch in EW: Infinite Overwatch Shots? ==<br />
<br />
So the other day, I got into a bad scrape with a sectopod on a terror mission that went FUBAR. At one point, in desperation I had a character with Lightning reflexes make a LONG run for it to get out of Line of sight and regroup. The first Overwatch shot missed due to lightning reflexes like planned, then the second missed due to the blessings of our lord and savior RNGesus, as I hoped it would. <br />
<br />
The third overwatch shot however, didn't miss. Which is frustrating since it killed my soldier. Also frustrating because I thought Sectopods only had TWO overwatch shots. This entry even says as much.<br />
<br />
So yeah, it might be yet another change for EW, or it might have been a bug, but I think Sectopod's overwatch is sort of like an uber Rapid-Reaction ability now, and they can get as many Overwatch shots (or at least 3) on the first runner they see. But the thing is, the sectopod has to miss the first two shots AND the Runner has to be in the open for a while to see this occur - like I said I was having my guy run a LONG way without breaking LOS to get to a spot that could. My only other thought about this is that it might also have to do with The sectopod's "energy", as I'm pretty sure it didn't take all of its actions the turn before, but that's just speculation on my part, whereas the 3rd Overwatch shot definitely isn't seeing as my soldier is now dead. <br />
<br />
Anywho, the point is simply that Sectopod Overwatch may need some more investigating for EW. I will start a non-Ironman game to see about this and do some testing for further results.--[[User:MrGonesHead|MrGonesHead]] 01:25, 16 December 2013 (EST)<br />
:Sounds similar to the Sectoid glitch; if a Sectoid is on overwatch, and you attempt to disable it (like to weaken it for a stun), it can get 'infinite' Overwatch shots. But yeh, on Ironman? Ouch.--[[User:Xuncu|Xuncu]] 02:33, 17 December 2013 (EST)<br />
<br />
<br />
:If I'm reading this right, you moved one soldier once (which was Dashing a long distance) and was shot at three times? Something is wrong here or missing part of events. I have never had a Sectopod ever Overwatch fire a single soldier more than once unless I move the soldier than Dash him (taking two moves instead of one combined move). However, I have had Sectopods have multiple Overwatches by firing at different soldiers (one Overwatch per soldier unless moved as example above). I'm not sure why that was never added to page but it's easily replicated. Best way to prevent this is twofold:<br />
*'''A''': Disabling Shot Sectopod prior to any moves<br />
*'''B''': Suppression fire Sectopod seems to "disable" Overwatches in my experience<br />
Could you perhaps expand on the sequence of events?--[[User:DracoGriffin|DracoGriffin]] 03:21, 17 December 2013 (EST)<br />
<br />
This might be of interest: http://www.youtube.com/watch?v=vMWO1YDlkVs It looks like Disabling Shot is a really bad idea vs Sectopods in EU. --[[User:Zyxophoj|Zyxophoj]] ([[User talk:Zyxophoj|talk]]) 05:30, 23 February 2014 (EST)<br />
<br />
This may be late to the discussion, but I just had this bug or something similar happen (EW, Normal, Iron Man, December 2015 Terrorism CommercialStreet; Windows 7, Steam). One Sectopod was on the map, and it was firing reaction shots, about one reaction shot for every 2 or 3 tiles moved by every soldier in its view. Fired one Disabling Shot at it but missed, not sure if that triggered the bug or if it was already doing it, since early on most of the soldiers were only moving on and off corners or back into full cover from now-destroyed cover (no opportunity for multiple reaction shots at same soldier). In one turn, since most of the walls were being destroyed, I tried to sprint an Assault (Lightning Reflexes) to use a stanchion as cover, then tried to normal-move a Sniper to the same spot; each was killed by the Sectopod's fourth reaction shot against it (8 reaction shots against the 2 soldiers in the same turn). The page may need to be updated to indicate that if this bug was fixed, it's back, or it may have simply been made more intermittent.<br />
--[[User:Pjw|Pjw]] 18:14, 04 August 2015 (EST)<br />
<br />
It's not true that Sectopod have two reaction shots on overwatch, as you can see in video in link given by Zyxophoj. --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 09:14, 12 August 2016 (EDT)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Engineering_(EU2012)&diff=72514Talk:Engineering (EU2012)2016-08-12T12:20:54Z<p>Miteusz: no inflection point</p>
<hr />
<div>== Prerequisite and Cost ==<br />
This data is misleading, since the projects don't actually cost/consume Engineers but rather require a minimum of them to be able to be built. It would be better to structure the data in this way:<br />
Also '''Duration''' is better described with '''Build Time''.<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" | Requirements<br />
! width="10%" align="center" | Cost<br />
! width="10%" align="center" | Maintenance<br />
! width="20%" align="center" | Bonus<br />
! width="10%" align="center" | Build Time<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | Access Lift || align="center" | Required to access a level. || align="center" | None || align="center" | §50<br/>2 Power || align="center" | §10 month || align="center" | None || align="center" | 5d<br />
|-<br />
| align="center" | 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" | 10 Engineers || align="center" | §150<br/>5 Power || align="center" | - || align="center" | +1 Satellite capacity for every two uplinks constructed adjacent to another. || align="center" | Unknown<br />
|-<br />
| align="center" | 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<br/> 25 Engineers || align="center" | §300<br/>8 Power<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 />
<br />
:Engineers have been moved from "cost" to "prerequisite"; "duration" header replaced with "build time" [[User:Jarcionek|Jarcionek]] 15:39, 20 October 2012 (EDT)<br />
<br />
<br />
The engineers requirements listed for uplink/workshop/nexus are wrong - it depends on how many you already have built. [[User:Momerathe|Momerathe]] 05:27, 12 October 2012 (EDT)<br />
<br />
:Corrected [[User:Jarcionek|Jarcionek]] 15:39, 20 October 2012 (EDT)<br />
<br />
<br />
''ToDo: is there a simple rule-of-thumb that determines Foundry projects vs. Research projects? eg a sentence like "all equipment requiring elerium is researched at the Foundry'' [[User:Off the Rails|Off the Rails]] 04:06, 15 October 2012 (EDT)<br />
<br />
<br />
Some base facilities requirements are wrong -- Foundry requires research, and laboratories and workshops require that you acquire at least one scientist/engineer beyond the initial ones, [[User:Trenchie|Trenchie]] 04:50, 15 October 2012 (EDT)<br />
:I have updated all the buildings (including finding the formulas for required number of engineers etc.): http://ufopaedia.org/index.php?title=Base_Facilities_%28EU2012%29 [[User:Jarcionek|Jarcionek]] 09:44, 19 October 2012 (EDT)<br />
::I have corrected required number of engineers on this page. Research required to build Foundry seems to be fine. Is there anything else incorrect? [[User:Jarcionek|Jarcionek]] 15:39, 20 October 2012 (EDT)<br />
<br />
== Inflection point ==<br />
Function for final cost (as function of number of total engineers) doesn't have any inflection points. It's, roughly, 1+1/x function and it is convex function. --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 08:20, 12 August 2016 (EDT)</div>Miteuszhttps://www.ufopaedia.org/index.php?title=Psionic_(EU2012)&diff=72513Psionic (EU2012)2016-08-12T12:04:43Z<p>Miteusz: Psi Lance also affects robotic units</p>
<hr />
<div>[[File:PSIONICS (EU2012).png|thumb|480px|Psionic Squad]][[File: CLASS PSIONIC.png|right|frame|64px|Psionic]]A Psionic is a late game 'extra' <noinclude>[[Classes (EU2012)|class]]</noinclude><includeonly>class</includeonly> that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier. <br />
<br />
The [[Psi Lab (EU2012)|Psi Lab]] is required to rest soldiers for psionic powers, and will only be available after conducting a Sectoid Commander [[Sectoid Commander Autopsy (EU2012)|autopsy]], or interrogating a Psionic alien, if the [[Second Wave (EU2012)|Second Wave]]'s '''More Than Human''' option is activated. <br />
<br />
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] [[MEC Trooper (EU2012)|MEC Troopers]] can't become Psionic soldiers. If the Second Wave's option '''Mind Hates Matter''' is enabled, it is not possible also to test [[Gene Mods (EU2012)|gene modded]] soldiers. <br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank <br />
! width="90%" align="center" colspan="2"| Ability<br />
|- align="center" <br />
! rowspan="1" | '''Psionic'''<br />
| colspan="2" | [[File:PSIONIC MINDFRAY.png|32px|center]]'''Mindfray''' <br/> '' Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will(-25), and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Specialist'''<br />
| width="40%" | [[File:PSIONIC PSIINSPIRATION.png|32px|center]]'''Psi Inspiration''' <br/> ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.''<br />
| width="40%" | [[File:PSIONIC PANIC.png|32px|center]]'''Psi Panic''' <br/> ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''Operative'''<br />
| width="40%" | [[File:PSIONIC TELEKINETICFIELD.png|32px|center]]'''Telekinetic Field''' <br/> ''Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.''<br />
| width="40%" | [[File:PSIONIC MINDCONTROL.png|32px|center]]'''Mind Control''' <br/> ''Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | '''The Volunteer'''<br />
| width="40%" colspan="2"| [[File:PSIONIC RIFT.png|32px|center]]'''Rift''' <br/>''Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.''<br />
<br />
|}<br />
<br />
==== Tips & Trix ====<br />
*Targeting<br />
** Psionics can only be used on an alien that can be seen by the psionic unit.<br />
** Generally the success probability is based on Will and ignores factors like cover and range. <br />
* Mindfray<br />
** Will penalty from '''Mindfray''' stacks with multiple application. Other effects does not stack.<br />
* Psi Panic<br />
** Contrary to the description, '''Psi Panic''' will cause the victim to panic immediately and then skip its next turn. This will often cause it to fire on you in your turn if it can see you.<br />
* Telekinetic Field<br />
** '''Telekinetic Field''' will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.<br />
** '''Telekinetic Field''' doesn't give defense to enemy units unlike smoke grenades.<br />
* Mind Control<br />
** A Mind Controlled unit cannot act on the turn it is controlled. <br />
** Mind Control will end at the beginning of your turn, usually giving you an opportunity to attack the previously Mind Controlled unit before it attacks or moves. <br />
** If you Mind Control a psionic alien, you will have access to making the alien use some (not all) of its psionic capabilities, including abilities that the XCOM psi operative does not possess. For example if you mind control an Ethereal, you can use its Rift ability, which normally is only available to the Volunteer. <br />
** Mind Control has no effect or limitation on the psi operative performing it. They can move and attack with weapons freely, that does not interrupt or end the Mind Control. <br />
** An alien under the effects of '''Mind Control''' is treated as one of your soldiers for pretty much all intents and purposes. You cannot target the unit with direct fire weapons. Surprisingly, your soldiers will take the Will penalty if he dies, as if a friendly unit had died. <br />
** Killing an MCed alien (such as with rockets or grenades) does not give Experience Points (XPs), however it does count to that soldier's list of kills.<br />
** Therefore you may want to damage the alien while it is MC'd (for example by making it fight other aliens, or dropping a grenade on itself as well as aliens), and then easily perform the kill when it is back under its own control. <br />
** However if it does die while being MC'd, the alien's equipment does '''not''' self-destruct (unless it's killed with explosives), allowing you to recover its equipment (usually a weapon and maybe a grenade) at the end of the mission, similar to if you had stunned it with an Arc Thrower.<br />
***(EW: An MCed [[Mechtoid (EU2012)|Mechtoid]] does not drop anything).<br />
** Surprisingly, a psionic alien unit that is performing a successful Mind Control cannot itself be Mind Controlled until its Mind Control has ended. The same applies to XCOM psi operatives during a successful Mind Control.<br />
* Psi Inspiration<br />
** '''Psi Inspiration''' also affects the psi unit who uses it (this isn't clear in the description). This makes the ability very powerful for increasing the success rate of other abilities such as Mind Control, as well as improving defense when tackling psionic aliens. <br />
** '''Psi Inspiration''' does not stack with itself.<br />
** '''Psi Inspiration''' also removes the Fallen Comrade Will debuff. This is especially useful when using Mind Control.<br />
** '''Psi Inspiration''' does not stack with the new [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] OTS perk [[Officer Training School (EU2012)|Lead By Example]]. Whichever provides the most Will will be chosen. [[Squads (EU2012)#Squad Leader|Squad Leader]] with 140 Will will override any soldier boosted by Psi Inspiration if less, otherwise will be given the Inspired bonus. Any soldier within range of Psi Inspiration will still receive bonus but it is not "tacked" on to Lead By Example, for clarification purposes.<br />
** However, it is extremely important to have your highest Will soldier as Squad Leader because if his Will is boosted, every nearby soldier regardless if they were Inspired or not, will receive the boosted Will. (Great way to get all nearby soldiers to nearly 200 Will! High Will Psi soldier with [[Psi Armor (EU2012)|Psi Armor]], [[Mind Shield (EU2012)|Mind Shield]], + Will [[Medals (EU2012)|medals]], Psi Inspired and Squad Leader will turn squads into [[Ethereal (EU2012)|Ethereal]] Death Squads.)<br />
** The Support's Combat Drugs includes a Will bonus, but this does '''not''' affect any Psi Abilites (ie: will not stack with Inspiration, or enhance MC/Panic/Mindfray probability).<br />
* Rift<br />
**Only one psi unit can become '''The [[Volunteer (EU2012)|Volunteer]]''', and this occurs when they use the alien device in the [[Gollop Chamber (EU2012)|Gollop Chamber]]. This unit gains the Rift ability, which is otherwise only possessed by Ethereals. <br />
** The '''Rift''' ability is a wide area-effect psi attack that can inflict massive damage, but has a long down-time. <br />
** '''Rift''' is the only Psi attack used by XCOM's soldiers that can attack Robotic units, and, if the Volunteer is a [[Heavy (EU2012)|Heavy]], it does benefit from the HEAT ammo ability.<br />
*** Enemy Within: Mindfray benefits from HEAT ammo if used against Mechtoids.<br />
<noinclude><br />
<!-- everything below here not included on the classes summary page --><br />
<br />
==Testing for Psionics==<br />
After the [[Psionic Lab (EU2012)|Psi Lab]] is built it is possible to test up to three soldiers at a time to discover their Psionic potential. Testing takes 10 days for each soldier and the result is dependent upon the soldier's Will, rank and number of already existing Psionic soldiers. For the actual formula, see [[Psi Lab (EU2012)#Psi Chance|Psi Chance]].<br />
<br />
==Tactical Advice==<br />
Psionics are clearly an asset to any class. Shotgun [[Assault (EU2012)|Assaults]] can use psionics to engage at medium range when it's not possible for them to Run & Gun for a close range shot. [[Sniper (EU2012)|Snipers]] can use psionics as a weapon after moving. [[Heavy (EU2012)|Heavies]] can use psionics as a complement to their moderate aim at high levels. [[Support (EU2012)|Supports]] in a way gain the least from psionics, but their Deep Pockets ability allows them to carry a [[Mind Shield (EU2012)|Mind Shield]] without hampering their other functions greatly. This grants them psi defense and a higher offensive ability hit chance.<br />
<br />
===Abilities===<br />
'''Mind Fray'''<br />
<br />
All psionic soldiers have this as their first ability. The main advantage of Mind Fray over simply shooting a target is that (like all psi abilities) it ignores Defense and cover and targets the alien's Will, which unless it is a psionic enemy, [[Chryssalid (EU2012)|Chryssalid]] or [[Berserker (EU2012)|Berserker]] is often a much easier target. While the damage is low compared to end-game weapons, it is fixed and guaranteed if the attack hits, which makes it a nice way of killing an alien with 5 HP or less left.<br />
<br />
Mind Fray's Will reduction will make further psionic attacks easier, and is the easiest psionic attack to land. This means you can use it to soften up an alien for a Mind Control or Panic, or for a further Mind Fray by a lower ranked soldier. This is particularly useful when going for the '''Xavier''' [[Achievements (EU2012)|achievement]].<br />
<br />
<br />
'''Psi Inspiration''' vs '''Psi Panic'''<br />
<br />
'''Psi Panic''' causes the unit to panic immediately upon use and then skip the next turn. The main problem with this skill is that often the unit's panic action will be to take a shot at you, which isn't a massive improvement on what it would have done had you not panicked it. The unit will sometimes do something else like hunker down or run away. In any case, a successful psi panic prevents the use of any special abilities like grenades and will prevent the unit from moving to flank.<br />
<br />
Unlike Mind Fray, Psi Panic will not decloak a soldier using the [[Ghost Armor (EU2012)|Ghost Armor]]'s Ghost ability. The panicked alien will not attack the hidden psi user, but may attack other soldiers that it can immediately see. When used carefully, this can be a good way to disable key enemies for a turn. Unfortunately, aliens don't suffer from regular panic like you do, so you can't start a panic chain among the enemy by getting them to shoot each other.<br />
<br />
'''Psi Inspiration''' gives a +30 boost to Will for 2 turns and removes Mind Fray and Panic. The most important thing this ability does that isn't mentioned is remove the Fallen Comrade Will debuff. This is very useful when using Mind Control, because mind controlled aliens dying will cause this debuff and you'll want to get rid of it so it doesn't hamper your morale and psi abilities for the rest of the mission. The Will bonus will buff your soldiers' offensive psi ability hit chance and defense against enemy psi attacks, making it a useful ability to use before breaching a room. Psi Inspiration can be used to level up to the next psi level quickly, because it can be used on spare turns when not in combat. While Psi Inspiration is an area effect ability, it only reaches two tiles, so can be a pain to get many other soldiers without forming your [[Squads (EU2012)|squad]] into grenade bait formation. <br />
<br />
<br />
'''Telekinetic Field''' vs '''Mind Control'''<br />
<br />
'''Mind Control''' is easily the most powerful ability in the game in most encounters. While it's difficult-to-impossible to pull off against psionic enemies, they usually have non-psionic guards ([[Muton Elite (EU2012)|Muton Elites]] in particular) who can be controlled. The only major enemies it doesn't help against are [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopod (EU2012)|Sectopods]], though mind controlled aliens from a previous group will make for good cannon fodder for them. Mind Control is one of the hardest skills to pull of, and requires high Will to succeed. If your soldier has reasonably high Will, then this is the skill to take. <br />
<br />
Like Panic, Mind Control also does not decloak a soldier using the Ghost ability. This way only the mind controlled alien will be at risk of attacks from its allies. Additionally, MCing an alien in an inactive squad (i.e.: while in Ghost Mode) will not activate the remainder of the squad (or any others nearby) until your next action is taken. With Squad Sight, [[Sniper (EU2012)|Snipers]] can wipe out an entire alien squad at once.<br />
<br />
An alien or human who is ''psi-linked'' is not a valid target for mind control. A psi-linked unit is one who is using or is the target of Mind Merge or Mind Control. This means if an alien MCs a soldier, you cannot attempt to MC the soldier back, or attempt to MC the alien to break the link. Likewise, if you MC an [[Ethereal (EU2012)|Ethereal]]'s Muton Elite guard, the Ethereal will not be able to MC that soldier or the guard.<br />
<br />
You can keep track of how many turns are left of a controlled alien by the ability tile on the controlling soldier: if it reads '''T-3''', then the alien will be released at the start of the next Alien Action. Some aliens will immediately fire if your soldiers are in range, and be especially wary of any with grenades. However, you ''can'' 'force' their action-- or inaction: when the tile reads T-3, have the soon-to-be-free alien Hunker Down, and it will stay in that mode when released. As flanking ignores Hunker Down, and your soldier only needs to be a little away to be invisible to it, this is a safe way to either MC it again, or finish it off.<br />
<br />
When MCing an alien, you have access to all their abilities. If they are a grenade-wielding alien, making them use it (such as on other aliens or themselves) does take up their use for it, so they cannot grenade you afterwards if you elect to keep the alive a bit longer. You may not face against many Sectoids by the time you get MC (except for EW Mechtoid supporters), but they make decent scouts and canon fodder. Both varieties of Floaters make great flying scouts (land them on their last turn if you want to kill them afterwards), though the touchy nature of their Launch ability may restrict it's use for flanking/long-range moves. The Muton breeds and their high HP are good for taking up the other alien's attention: if you get a few of them under your control, and at least one a green-armored variety, Blood Call may be worth a use. Chryssalids are extremely difficult to MC, often requiring to Mind Fray them first to soften their will-- cutting their movement dramatically, reducing the payoff of the effort to MC them. The Mechtoid, having a living pilot, is an excellent MC target: their Sectoid/Commander supporters cannot do much damage to them with just Plasma Pistols, Psi-Linking to them keeps them from getting shields, Plasma Barrage acts like a Heavy's Bullet Swarm, and as a hardened mechanical out-of-cover unit, they can easily soak up the damage from any other nearby aliens. And the Sectoid Commanders and Ethereals are, naturally, very difficult to MC. As the Commander will be Psi-Linked, you cannot use it's Greater Mind Merge, and the Ethereal will often be the last alien you see (and only in a UFO Assault), reducing the point of attempting to MC them-- though it is fun to make them Rift themselves and any other remaining aliens.<br />
<br />
'''Telekinetic Field''' (TK) is essentially a psionic smoke grenade that is reusable after a 4 turn cooldown. It is always centered on the soldier creating it, rather than being placeable like a smoke grenade, but it makes up for this by being much larger. It also gives +40 defence like a dense smoke grenade. The main use for this ability is to protect your squad from the attacks of a Sectopod or Cyberdisc if you have to finish your turn under its guns. Telekinetic Field will not decloak a soldier using the Ghost ability. You may want to take this if your psionic has low Will.<br />
<br />
If you decide to have 4 troopers with TK field, and have them cast in turn, that means you can have a 'continuous' TK field for as long as you desire. Add Mindfrays, advanced armors' Defense bonus and a smoke grenade if things look dicey, and this can make you almost immune to hits in a straight-up firefight. Focusing this much on TK field comes at the cost of Mind Control though, and limits how far apart you can deploy your squad while benefiting from it.<br />
<br />
Telekinetic Field can be a good replacement for smoke grenades if you take ''Combat Drugs'' on your Supports, since this makes their smoke grenades no longer give a Defense bonus.<br />
<br />
===Chances of Psi attacks===<br />
Chance to land Mindfray/Psi panic is 50 + (your will) - (target's will) %.<br/><br />
Chance to land Mind control is 30% lower, 20 + (your will) - (target's will) %.<br/><br />
Psi armor and Mind shield gives bonus 20% and 30% (respectively) chance to all psi attacks, on top of will bonus.<br/><br />
On classic and Impossible difficulty, there is -10% and -20% (respectively) penalty to all psi attacks.<br/><br />
*Will boost from Combat drugs does not apply on psi attack.<br />
*Will bonus from medals does not apply on psi attack.<br />
*If you have 205 will with Psi armor and Mind shield, then you can MC an Ethereal with 100% chance on impossible difficulty.<br />
<br />
===Equipment===<br />
The requirements of your primary class will probably dominate your equipment choice. The only items of particular note for psionic soldiers are the [[Mind Shield (EU2012)|Mind Shield]] and [[Psi Armor (EU2012)|Psi Armor]]. The Mind Shield's description portrays it as a defensive item against hostile psionics, but the Will bonus it gives is equally useful for boosting your own psi ability hit rate. Psi Armor is an option for psionics that gives a Will bonus and all the effects that entails, but it's by no means automatic that Psi Armor is the best choice; Ghost and Titan have better defence and Ghost and Archangel have better mobility.<br />
<br />
When deciding on whether to use the Mind Shield or Psi Armor, look at the soldier's Will level and consider the sort of psi skills that your soldier will be using the most. A soldier mainly concentrating on buff skills for example will not need to use either, as these skills are not dependent on their Will level. A soldier specialising in Mind Control may want to take one or even both to get Will close to or beyond 100. Most combat oriented builds can get away without either and can use Mind Fray and Psi Panic to a good degree of success against most common enemies except the Berserkers and Ethereals.<br />
<br />
Again: note that Combat Drugs' (Support's skill) or Combat Stims' (item) boosts to Will do not add to Psi techniques.<br />
<br />
===Care and Feeding of Psionics===<br />
<br />
You want to avoid your potential (or already identified) psi troopers being Critically Wounded, since this gives a ''permanent'' reduction to Will.<br />
<br />
Once you've obtained the '''Iron Will''' [[OTS (EU2012)|OTS]] upgrade, you may want to replace your current crop of high ranking soldiers with new ones, since these new soldiers will end up with significantly higher will scores than soldiers that gained their ranks without Iron Will. Even if your original soldiers test positive, the higher will of your new ones will make them more powerful psionics.<br />
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To maximise the will of your soldiers, save before the final shot of each mission (usually either a [[Sectoid Commander (EU2012)|Sectoid Commander]], an [[Ethereal (EU2012)|Ethereal]], or the last action of a [[Missions (EU2012)#Council Missions|Council Mission]]). This way, when you get back to base, if they didn't get the Will upgrade you'd like, you can reload and try again. If playing with the Second Wave '''Hidden Potential''' option this can also be done to maximize other stats.<br />
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Whether a soldier will be gifted or not is decided when they are placed in the Psi-Lab, so with saving and loading you can make any soldier a guaranteed psionic by placing them in the lab, saving, fast forwarding 10 days (skipping missions) and seeing what the result is. If it's positive, reload and play normally, if negative, reload, pull them out and back in to the lab, save again and repeat. Again, a positive or negative result is dependent on when that soldier is ''entered'', so removing the soldier in slot 2 will not change the result of the soldiers already in slot 3 or 1.<br />
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If playing on Iron Man (or are just unwilling to abuse saving and loading in this way) then after testing your current ranked soldiers, get the '''New Guy''' upgrade and recruit and test new squaddies of the class you want with high starting will as often as possible to identify psionics. If you are playing with the [[Second Wave (EU2012)|Second Wave]] option '''Not Created Equal''', then you will also want to pay attention to aim and move as well. Psi Snipers in particular will want to prioritize aim. While Will is a factor (higher ranked soldiers will have a better chance of testing positive), it is more economical to test masses of squaddies than to promote soldiers to higher ranks before testing and then discarding that effort if they test negative.<br />
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If you are playing with the Second Wave '''More Than Human''' keep in mind that you'll most likely only have 1 or 2 Psionics available at all times during the game. Once your single Psionic is dead you'll have to find and train a new one so you may want to think first before sending him/her on a risky move.<br />
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===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===<br />
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While there's no direct change to Psionics, several additions from EW indirectly help your Psi Squad to be downright lethal:<br />
* [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] means one more item slot, such as for the Mind Shield (generic +30 Will), or Chitin Plating or a Respirator to make up in the deficiencies of [[Psi Armor (EU2012)|Psi Armor]].<br />
* The two [[Gene Mods (EU2012)|Gene Mods]] to your soldier's brain means either a significant defense boost, or an automatic counter-attack.<br />
* The Second Heart mod keeps you soldier alive from one 'lethal' hit a mission, and the resulting Critically Wounded status won't mean for a permanent Will reduction, either.<br />
* The Bone Marrow mod further helps keep your Psionic soldiers alive and fighting.<br />
* "Lead By Example" from the [[OTS (EU2012)|OTS]] means your Psi Squad Leader will be protecting and boosting the whole squad-- especially in the [[Storyline Missions (EU2012)#Temple Ship Assault|Temple Ship]], where he'll be required to wear the Psi Armor.<br />
* If the '''Mind Hates Matter''' Second Wave option is chosen Psionic soldiers can't have Gene Mods, and already genetically modified soldiers can't be tested in the [[Psi Lab (EU2012)|Psi Lab]].<br />
* The alien AI programming has been slightly modified in reaction to Mind Controlled aliens: in EU, as MCed aliens would usually be flanked, in the open, or closest nearby, they would be targeted first by hostile aliens. In an alien squad of 3, that usually means only 1 of them would strike at your troops. In Enemy Within, this is no longer the case: aliens will prioritize attacking soldiers directly. This is most evident in MCing an Ethereal's Muton Elite guard, in which instead of distracting the Ethereal for a turn by it killing the Muton with a Psi Lance, the Ethereal's first action will almost always be to attempt to MC any nearby XCOM soldiers.<br />
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===Leveling===<br />
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As Psionics is a subclass, a newbie psionic can be a Rookie or a Colonel. Psionic leveling is rather quick, and dependent on successful Psionic actions. Basically, just make a lot of successful Mindfrays. And once you get the next level (Inspire or Panic), use that one a lot, too (if with Inspire, level faster by Inspiring multiple other soldiers in the same turn.<br />
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As for starting a newbie Psionic ''as'' a Rookie/Squaddie or a Colonel: while hits made with Mindfray and Panic (and supporting with Inspire) level Psionic abilities, ''kills'' made with Mindfray still count as EXP for leveling Soldier Rank, and an additional 'weapon' technique for a new recruit (whom may have low aim) that always hits does wonders for faster leveling (kills made ''with'' an MCed alien, or an MCed alien getting killed, do not grant EXP). Meanwhile, an experienced soldier's higher Will means that a Psionic attack is less likely to fail. If you have a backlog of high-stat recruits for Psi Testing, you may consider sending the choice soldiers into battle in the meanwhile, so at least they level some amount, reducing the odds of failed Mindfrays--- or remove all worry by giving them Psi Equipment: note that any soldier can equip Mind Shields, but only those that have already tested positive for Psi Potential can equip the Psi Armor.<br />
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Council Missions, which are almost always only [[Thin Man (EU2012)|Thin Men]], are excellent missions to train new Psi soldiers on: on all but Impossible [[Difficulty (EU2012)|difficulty]], Mindfraying a Thin Man is a 1-hit kill.<br />
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==See Also==<br />
{{XCOM Units (EU2012)}}<br />
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[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Miteuszhttps://www.ufopaedia.org/index.php?title=Talk:Heavy_Floater_(EU2012)&diff=72512Talk:Heavy Floater (EU2012)2016-08-12T10:47:14Z<p>Miteusz: evasion air penalty</p>
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<div>Does evasion grants -10% or -20% aim penalty against Heavy Floater? This article is inconsistent. --[[User:Miteusz|Miteusz]] ([[User talk:Miteusz|talk]]) 06:47, 12 August 2016 (EDT)</div>Miteusz