https://www.ufopaedia.org/api.php?action=feedcontributions&user=Oathed&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T00:05:33ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Mods_(OpenXcom)&diff=112223Mods (OpenXcom)2022-10-23T13:34:04Z<p>Oathed: /* User Mods */ X-Com: From the Ashes</p>
<hr />
<div>So you finally got tired of the vanilla experience? ''(shame on you)''<br />
<br />
Don't worry, there's dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you're interested in making your own, check [[Customizing (OpenXcom)|Customizing]].<br />
<br />
== Standard Mods ==<br />
<br />
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]]. Here's a brief description of what's included:<br />
<br />
* '''Aliens Pick Up Weapons''': The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).<br />
* '''Limit Craft Item Capacities''': Limits the number of items you can take on a craft to 80, just like in the original X-COM.<br />
* '''PSX Static Cydonia Map''': Uses the Cydonia map from the PSX version of X-Com: UFO Defense.<br />
* '''UFOextender Gun Melee''': Adds a stun melee attack to every weapon (called ''Stun Fest'' in UFOextender). The TU/Damage is based on the weapon's class: <table {{StdCenterTable}}><tr {{StdDescTable_Heading}}><th align="left">Weapon Class</th><th width="90">Stun Damage</th><th width="75">TU %s</th></tr><tr><th align="left">Pistols</th><td>20</td><td>15</td></tr><tr><th align="left">Rifles and Small Launcher</th><td>50</td><td>40</td></tr><tr><th align="left">"Heavy" weapons and Auto-Cannon</th><td>65</td><td>50</td></tr><tr><th align="left">Launchers</th><td>80</td><td>80</td></tr><tr><th align="left">Stun Rod (unchanged)</th><td>65</td><td>30</td></tr></table><br />
* '''UFOextender Psionic Line of Fire''': Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.<br />
* '''UFOextender Starting Avalanches''': All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.<br />
* '''XcomUtil Always Daytime''': Forces all ground missions to daytime. Not compatible with the mod below.<br />
* '''XcomUtil Always Nighttime''': Forces all ground missions to nighttime. Not compatible with the mod above.<br />
* '''XcomUtil Fighter Transports''': Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.<br />
* '''XcomUtil High Explosive Damage''': Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.<br />
* '''XcomUtil Improved Ground Tanks''': Gives ground [[Tank]]s the same stats as Hovertanks.<br />
* '''XcomUtil Improved Heavy Laser''': Increases the damage and accuracy of the [[Heavy Laser]].<br />
* '''XcomUtil No Psionics''': Removes all Psi tech from the game, both X-COM and alien.<br />
* '''XcomUtil Pistol Auto Shot''': Gives the standard-issue [[Pistol]] an auto shot.<br />
* '''XcomUtil Skyranger Weapon Slot''': Gives the [[Skyranger]] a craft weapon slot.<br />
* '''XcomUtil Starting Defensive Base''': Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.<br />
* '''XcomUtil Starting Improved Base''': Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.<br />
* '''XcomUtil Starting Defensive Improved Base''': Combination of the two mods above.<br />
* '''XcomUtil Statstrings''': Soldiers get [[Statstrings]] added to their names based on their stats.<br />
<br />
== Downloading & Installing ==<br />
<br />
However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:<br />
<br />
* [https://openxcom.mod.io/ OpenXcom Mod Portal]<br />
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]<br />
<br />
=== Installing Mods for 1.0 ===<br />
<br />
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.<br />
<br />
=== Installing Mods for the Nightly Version ===<br />
<br />
* Extract the mod to a new folder under your mods folder<br />
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are<br />
** If the mods directory doesn't exist, start OpenXcom once and quit and check again<br />
** WinZip has an "Extract to" option that creates a directory whose name is based on the archive name.<br />
** It doesn't really matter what the directory name is as long as it is unique.<br />
<br />
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out. For example, if you extract a mod to <user folder>/mods/LulzMod and you see something like:<br />
<br />
mods/LulzMod/data/TERRAIN/<br />
mods/LulzMod/data/Rulesets/<br />
<br />
and so on, just move everything up a level so it looks like:<br />
<br />
mods/LulzMod/TERRAIN/<br />
mods/LulzMod/Rulesets/<br />
<br />
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!<br />
To upgrade a mod, just delete the folder and replace it with the new version. <br />
<br />
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]<br />
<br />
== Enabling New Mods ==<br />
<br />
If you did everything correctly, you should now find your mod listed in-game in the Options > Mods section. If it's not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.<br />
<br />
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.<br />
<br />
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.<br />
<br />
== User Mods ==<br />
<br />
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:<br />
<br />
=== Final Mod Pack ===<br />
This is a "megamod": a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.<br />
<br />
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]<br />
<br />
=== The X-Com Files ===<br />
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!<br />
<br />
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]<br />
[https://openxcom.mod.io/the-x-com-files Download Link]<br />
<br />
=== Hardmode Expansion ===<br />
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.<br />
<br />
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn't have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.<br />
<br />
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.<br />
<br />
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum Link] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum Link], [https://github.com/hellrazor4223/hardmode-expansion/releases/tag/0.99.3 Github link], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion], [[Hardmode|Wiki Link]]<br />
<br />
=== Piratez (or X-Piratez) ===<br />
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. <br />
<br />
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]<br />
<br />
=== Area 51 ===<br />
Area 51 is an expansion that aims to enlarge the original game's experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.<br />
<br />
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet's defense, transport, manufacturing and research facilities that support the Earth's armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.<br />
<br />
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.<br />
<br />
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.<br />
<br />
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]<br />
<br />
=== The Hybrid Mod. ===<br />
<br />
This mod will enable you to play both UFO and TFTD in a single campaign in one game, instead of two games. First you play the UFO campaign as per normal, then TFTD, once the brain is destroyed on Cydonia.<br />
<br />
Main feature of this mod is the Hybrid Globe, you can access both UFO and TFTD Terrain, all their weapons and Aliens from both game.<br />
<br />
You can recover crash UFOs from the sea, use crafts from both game and more.<br />
<br />
https://www.moddb.com/mods/hybrid-mod-version-29-for-openxcom<br />
<br />
=== 40k for OpenXcom ===<br />
<br />
This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet besieged by Chaos, you must find a way to end the Warp Storm and purge your world!<br />
<br />
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums<br />
<br />
https://openxcom.mod.io/40k<br />
<br />
=== X-Chronicles ===<br />
<br />
Global fantasy-themed overhaul mod. This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés. Choose a patron country on which the gameplay will depend.<br />
Learn magic technologies and throw away your guns. Evolve your operatives from ordinary humans to demigods ... or monsters.<br />
Learn powerful battle spells. With all these bells and whistles, go down to the abode of Aliens ...and lose outright to the horrors there.<br />
<br />
https://openxcom.old.mod.io/x-chronicles<br />
<br />
=== X-Com: From the Ashes ===<br />
<br />
X-COM's initiative failed, alien agents infiltrated the ranks of most major governments. There is no support from the Council of Funding Nations, and Council members loyal to X-COM are scattered and remain concealed. The player will need to learn how to survive in the new circumstances, and conduct an undercover struggle against alien forces. Uses its own version of the game engine. There are many entirely new mechanics in the game - diplomacy, covert operations, new tactical mission objectives, loyalty and more.<br />
<br />
https://openxcom.old.mod.io/from-the-ashes<br />
<br />
[[Category:OpenXcom]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Mods_(OpenXcom)&diff=112222Mods (OpenXcom)2022-10-23T12:33:10Z<p>Oathed: /* User Mods */ X-Chronicles</p>
<hr />
<div>So you finally got tired of the vanilla experience? ''(shame on you)''<br />
<br />
Don't worry, there's dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you're interested in making your own, check [[Customizing (OpenXcom)|Customizing]].<br />
<br />
== Standard Mods ==<br />
<br />
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]]. Here's a brief description of what's included:<br />
<br />
* '''Aliens Pick Up Weapons''': The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).<br />
* '''Limit Craft Item Capacities''': Limits the number of items you can take on a craft to 80, just like in the original X-COM.<br />
* '''PSX Static Cydonia Map''': Uses the Cydonia map from the PSX version of X-Com: UFO Defense.<br />
* '''UFOextender Gun Melee''': Adds a stun melee attack to every weapon (called ''Stun Fest'' in UFOextender). The TU/Damage is based on the weapon's class: <table {{StdCenterTable}}><tr {{StdDescTable_Heading}}><th align="left">Weapon Class</th><th width="90">Stun Damage</th><th width="75">TU %s</th></tr><tr><th align="left">Pistols</th><td>20</td><td>15</td></tr><tr><th align="left">Rifles and Small Launcher</th><td>50</td><td>40</td></tr><tr><th align="left">"Heavy" weapons and Auto-Cannon</th><td>65</td><td>50</td></tr><tr><th align="left">Launchers</th><td>80</td><td>80</td></tr><tr><th align="left">Stun Rod (unchanged)</th><td>65</td><td>30</td></tr></table><br />
* '''UFOextender Psionic Line of Fire''': Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.<br />
* '''UFOextender Starting Avalanches''': All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.<br />
* '''XcomUtil Always Daytime''': Forces all ground missions to daytime. Not compatible with the mod below.<br />
* '''XcomUtil Always Nighttime''': Forces all ground missions to nighttime. Not compatible with the mod above.<br />
* '''XcomUtil Fighter Transports''': Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.<br />
* '''XcomUtil High Explosive Damage''': Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.<br />
* '''XcomUtil Improved Ground Tanks''': Gives ground [[Tank]]s the same stats as Hovertanks.<br />
* '''XcomUtil Improved Heavy Laser''': Increases the damage and accuracy of the [[Heavy Laser]].<br />
* '''XcomUtil No Psionics''': Removes all Psi tech from the game, both X-COM and alien.<br />
* '''XcomUtil Pistol Auto Shot''': Gives the standard-issue [[Pistol]] an auto shot.<br />
* '''XcomUtil Skyranger Weapon Slot''': Gives the [[Skyranger]] a craft weapon slot.<br />
* '''XcomUtil Starting Defensive Base''': Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.<br />
* '''XcomUtil Starting Improved Base''': Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.<br />
* '''XcomUtil Starting Defensive Improved Base''': Combination of the two mods above.<br />
* '''XcomUtil Statstrings''': Soldiers get [[Statstrings]] added to their names based on their stats.<br />
<br />
== Downloading & Installing ==<br />
<br />
However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:<br />
<br />
* [https://openxcom.mod.io/ OpenXcom Mod Portal]<br />
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]<br />
<br />
=== Installing Mods for 1.0 ===<br />
<br />
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.<br />
<br />
=== Installing Mods for the Nightly Version ===<br />
<br />
* Extract the mod to a new folder under your mods folder<br />
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are<br />
** If the mods directory doesn't exist, start OpenXcom once and quit and check again<br />
** WinZip has an "Extract to" option that creates a directory whose name is based on the archive name.<br />
** It doesn't really matter what the directory name is as long as it is unique.<br />
<br />
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out. For example, if you extract a mod to <user folder>/mods/LulzMod and you see something like:<br />
<br />
mods/LulzMod/data/TERRAIN/<br />
mods/LulzMod/data/Rulesets/<br />
<br />
and so on, just move everything up a level so it looks like:<br />
<br />
mods/LulzMod/TERRAIN/<br />
mods/LulzMod/Rulesets/<br />
<br />
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!<br />
To upgrade a mod, just delete the folder and replace it with the new version. <br />
<br />
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]<br />
<br />
== Enabling New Mods ==<br />
<br />
If you did everything correctly, you should now find your mod listed in-game in the Options > Mods section. If it's not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.<br />
<br />
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.<br />
<br />
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.<br />
<br />
== User Mods ==<br />
<br />
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:<br />
<br />
=== Final Mod Pack ===<br />
This is a "megamod": a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.<br />
<br />
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]<br />
<br />
=== The X-Com Files ===<br />
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!<br />
<br />
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]<br />
[https://openxcom.mod.io/the-x-com-files Download Link]<br />
<br />
=== Hardmode Expansion ===<br />
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.<br />
<br />
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn't have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.<br />
<br />
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.<br />
<br />
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum Link] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum Link], [https://github.com/hellrazor4223/hardmode-expansion/releases/tag/0.99.3 Github link], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion], [[Hardmode|Wiki Link]]<br />
<br />
=== Piratez (or X-Piratez) ===<br />
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. <br />
<br />
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]<br />
<br />
=== Area 51 ===<br />
Area 51 is an expansion that aims to enlarge the original game's experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.<br />
<br />
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet's defense, transport, manufacturing and research facilities that support the Earth's armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.<br />
<br />
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.<br />
<br />
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.<br />
<br />
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]<br />
<br />
=== The Hybrid Mod. ===<br />
<br />
This mod will enable you to play both UFO and TFTD in a single campaign in one game, instead of two games. First you play the UFO campaign as per normal, then TFTD, once the brain is destroyed on Cydonia.<br />
<br />
Main feature of this mod is the Hybrid Globe, you can access both UFO and TFTD Terrain, all their weapons and Aliens from both game.<br />
<br />
You can recover crash UFOs from the sea, use crafts from both game and more.<br />
<br />
https://www.moddb.com/mods/hybrid-mod-version-29-for-openxcom<br />
<br />
=== 40k for OpenXcom ===<br />
<br />
This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet besieged by Chaos, you must find a way to end the Warp Storm and purge your world!<br />
<br />
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums<br />
<br />
https://openxcom.mod.io/40k<br />
<br />
=== X-Chronicles ===<br />
<br />
Global fantasy-themed overhaul mod. This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés. Choose a patron country on which the gameplay will depend.<br />
Learn magic technologies and throw away your guns. Evolve your operatives from ordinary humans to demigods ... or monsters.<br />
Learn powerful battle spells. With all these bells and whistles, go down to the abode of Aliens ...and lose outright to the horrors there.<br />
<br />
https://openxcom.old.mod.io/x-chronicles<br />
<br />
[[Category:OpenXcom]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Info_(Genesis)&diff=112138Info (Genesis)2022-10-16T13:27:49Z<p>Oathed: /* Links */ https://en.wikipedia.org/wiki/X-COM:_Genesis</p>
<hr />
<div>==History of Genesis==<br />
<br />
On the 7th of December 1999, Hasbro Interactive announced that it would be cutting 2200 jobs, and shutting down the Alameda and Chapel Hill studios (Alameda being the original headquarters of Microprose). <br />
<br />
Dave Ellis (ex-designer of X-COM: Genesis) first opened a channel to the X-COM community back in April of 1998, on the X-COM Apocalypse Central WWWBoard, asking for ideas to be sent in for X-COM: Interceptor. This spawned great interest and an upsurge of activity. About 6 months later, in October 1998, Dave posted to the UFO Comm Centre and X-COM Central forums, announcing there was to be a new X-COM game, who's title was later revealed as X-COM: Genesis. He was asking for ideas from the fans. This was the start of a dream game that will never hit the shelves... <br />
<br />
Hasbro Interactive claimed they would continue with the game's development, but they didn't. X-COM: Genesis was cancelled and hasn't been worked on since. Since Infogrames took over there has not been any word on it, so it's assumed the game is definitely dead. <br />
<br />
On 2003 Dave Ellis gave an interview to the site [http://www.thelastoutpost.co.uk/ The Last Outpost] (available through this [http://www.thelastoutpost.co.uk/games/3 link]) where he discussed the storyline and concepts beyond Genesis.<br />
<br />
<br />
<br />
{{Ref Open | title = Heres the Genesis story setup (directly from the design document)}}<br />
Its '''September 8, 2085,''' just eight days after X-COM closed the last dimension gate, and clean-up crews in Mega-Primus are still in the midst of clearing the rubble from the latest alien incursion (chronicled in X-COM Apocalypse).<br />
<br />
With no warning, all communications with Earth installations on Mars and in the asteroid belt are lost. Patrols sent to investigate are lost without a trace. X-COM places its Earth forces on alert, but they are still scattered and disorganized in the wake of the Third Alien War. To top it off, all the new weapons and defense systems based on the trans-dimensional aliens disruptor technology ceased to function the moment the dimension gate was shut, leaving Earth forces with ships and troops that are poorly equipped to deal with any major threat.<br />
<br />
Less than a half hour later, communications with Tranquility and the rest of the lunar colonies are cut off no warning of impending problems, just a complete cessation of comm traffic. Moments later, the Earth Defense Network satellites detect a massive alien fleet moving toward the planet. Every X-COM ship is immediately scrambled, but the battle is short and bloody. Less than an hour after its initial detection, the alien invasion fleet settles into Earth orbit.<br />
<br />
Moments later, the alien ground assault has begun.<br />
<br />
In the Frontier, 100 light-years from Earth, all official communications traffic from Earth and her in-system colonies and outposts is cut off without warning on '''September 8'''. Not knowing what has caused the situation, an immediate ban is placed on all commercial and military starship traffic between the Sol system and the Frontier.<br />
<br />
For weeks, there is no word whatsoever from Earth, and unmanned probes sent to investigate disappear without a trace. Then, starting on '''September 22''', several tight-band transmissions are picked up by X-COM listening posts on the edge of the Frontier.<br />
<br />
The messages come Earth Force an ad-hoc group of human freedom fighters. The messages detailed the alien invasion. Every major city on the planet was now under alien control. '''[[Mega-Primus]]''', the center of all X-COM forces on the planet, had been the first to fall. Every day, the aliens were spreading their forces farther over the face of the planet to either eradicate or enslave all humans in the outlying areas.<br />
<br />
For the time being, the soldiers of Earth Force were holding their own. Steering clear of the major cities, Earth Force squadrons had managed to secure and hold a number of small population and raw material acquisition centers on several continents, but the aliens were gaining ground daily. For security reasons, the individual Earth Force cells are not aware of the location of all of the other cells. The unfortunate consequence of this is that they are unable to mount a large-scale campaign against the aliens. With their forces thus scattered, it was only a matter of time before they had captured or killed every human on the planet.<br />
<br />
The leader of the freedom fighters, an ex-X-COM Captain named Carrie Ogawa, ended the last of the short transmissions with a plea for help. The aliens were pressing their offensive and forcing Earth Force troops into a purely defensive role. At best, the freedom fighters in the hardest hit areas could only be expected to survive for a month to six weeks. Unless X-COM could muster forces on the Frontier and send aid, Earth would be lost altogether.<br />
<br />
The X-COM commander makes immediate plans to send a huge force of X-COM ground troops, armed to the teeth, to investigate, and decides to take command of the mission personally. Accompanying the soldiers is a contingent of scientists and engineers to act as support crew to the military personnel. Their goal: to retake Earth and return humankind to dominance.<br />
<br />
Four Jamestown-class Star Ferries, huge long-range craft originally designed as self-contained bases to provide living and working facilities for colonists either on a planets surface or in orbit, are immediately moved into the orbital shipyards at Transtellar, where they are upgraded with the latest in lab and manufacturing facilities, detection and communications equipment, defensive shielding, and ship weaponry. Accompanying the Star Ferries is a fleet of Patton-class military cruisers.<br />
<br />
After the upgrades are complete, the four colony ships Jamestown, Botany Bay, Tranquility, and Yorktown are loaded with personnel and equipment. On '''October 12, 2085''', they set a course for Earth and leap into hyperspace for the long journey home.<br />
<br />
The X-COM ships arrive at Earth on '''December 14''' after their two-month journey. Dropping out of hyperspace behind the Moon, the four ships minimize their power signatures so as not to be detected. As they move out of the Moons shadow, their sensors show nothing. Earth's space lanes are completely void of any spacecraft activity, alien or otherwise. The X-COM commander, aboard the Tranquility, orders the fleet to proceed with caution.<br />
<br />
Suddenly, multiple spacecraft launches are detected on Earth. A fleet of alien ships takes to the skies on an intercept course, several heading toward each of the X-COM craft. The Star Ferries take evasive action and attempt to set an approach vector, while the Pattons join the battle in earnest. Intercept craft are launched to defend the large, slow moving craft but, despite their agility and firepower, they don't fare much better.<br />
<br />
The fight is short but fierce. Despite being severely outmatched the Pattons and the fighters inflict heavy damage on the alien fleet, taking out more than half of their ships. Still, the aliens gain the upper hand, and the X-COM battlecruisers are destroyed one by one. A number of the alien vessels break through the foundering X-COM fleet and proceed on an intercept course toward the Star Ferries.<br />
<br />
The Botany Bay is the first to succumb. Losing power, it drops like a rock into Earth's atmosphere. Yorktown and Jamestown quickly follow, each dropping out of view in a ball of flames.<br />
<br />
Soon it is Tranquility versus three alien vessels two cruisers and a light frigate. The Tranquility and her remaining fighter manage to take out the two cruisers but not before the control systems of the colony ship are critically damaged. The huge vessel follows the rest of the doomed X-COM fleet into the atmosphere. Relentless, the alien frigate continues its attack, following the Tranquility toward the surface.<br />
<br />
Through superhuman effort, the helmsman of the Tranquility manages to angle the ship toward an isolated wilderness area, adjusting the trajectory so that the ship isn't destroyed on impact. Tranquility hits the ground with tremendous force nonetheless, ripping a huge furrow in the ground miles long, and almost completely burying most of the ships superstructure. Despite suffering a great deal of damage and a huge number of casualties, the Tranquility has made it to Earth.<br />
<br />
Unfortunately, the alien frigate is right there with her. Luckily, the Tranquilitys scanners show that no transmission has yet been sent to indicate the location of the crash site. Acting quickly, the X-COM commander assesses the situation and musters a small team of soldiers. Armed only with what they are able to scavenge from the Tranquilitys hangar deck area, the team exits the ship and launches a squad assault on the alien vessel.<br />
<br />
Apparently, the alien craft suffered more damage than was anticipated. Most of its crew is dead, and the remaining aliens are scattered throughout the ship and in the impact crater created by the Tranquilitys less than perfect landing.<br />
<br />
The aliens manage to mount moderate resistance. Although the fight is far from easy the aliens have a distinct advantage under cover of darkness it is relatively short. The X-COM squad is victorious they manage to eliminate all of the frigates crew before they can get off a message as to the whereabouts of the crash site.<br />
<br />
Fearing that the alien craft will be discovered, the X-COM commander orders it destroyed. Scavenging all they can beforehand, the X-COM squad sets explosive charges in the frigates power core, destroying the vessel.<br />
<br />
Safe for the moment, the X-COM commander turns to the task of mustering whats left of his crew and getting on with the mission they were sent here to perform a mission that will now be much more difficult than originally anticipated. <br />
{{Ref Close| source = http://www.thelastoutpost.co.uk/games/dave-ellis-genesis}}<br />
<br />
<br />
<br />
<br />
{{Ref Open | title = Heres mission types: (directly from the design document)}}<br />
<br />
'''UFO Search and Recovery:''' Soldiers are sent to the site of a UFO that has been downed by an interceptor. The goal of the mission is to kill or capture the surviving aliens and recover as much as possible from the wreckage of the ship.<br />
<br />
'''UFO Assault:''' Soldiers are sent to the site of an intact UFO that has landed. Although this mission is usually much more difficult than the Search and Recovery mission where some of the alien crew is always killed in the crash, the goals are essentially the same.<br />
<br />
'''Terror Mission:''' Soldiers are sent to a human-controlled city where a group of alien terrorists are attempting to kill or enslave the human population and take control of the city. The goal is to eliminate or capture all the attacking aliens, while also preventing as many civilians as possible from getting killed in the process. Success in Terror Missions is much more imperative in Genesis, since every human city that falls under alien control reduces the players monthly resource income.<br />
<br />
'''Liberation Mission:''' Soldiers are sent to an alien-controlled city or facility (such as a labor camp) to wrest control from the alien captors. The goal is identical to that of a Terror Mission. The difference here is that the aliens are already entrenched, which makes it a much more difficult endeavor.<br />
<br />
'''Alien Facility Assault:''' Soldiers are sent to the site of an alien facility. The goal of the mission is to eliminate or capture all of the aliens and recover as much as possible from the facility. In Genesis, this mission category encompasses a number of different mission sub-types, each of which takes place at a different alien facility. Alien facilities include bases, prison camps, weapons depots, communication centers, and UFO bases. The result of a successful mission at each different facility yields a different kind of reward for the player.<br />
<br />
'''X-COM Base Defense:''' Aliens invade one of the players bases. The soldiers therein must defend the base. The goal (obviously) is to kill or capture all the invading aliens. As in Apocalypse, some of the scientists and engineers stationed at the base may be present during the attack. If this is the case, the player is in control of them they can do what the soldiers can do, albeit less effectively but the primary goal where they are concerned is to keep them safe. Non-combat personnel should be used in battle only as a last resort.<br />
<br />
'''Scripted Missions:''' The game includes a variety of scripted missions that play pivotal roles in Genesis's story progression. One example is the first mission of the game, which is always the same. Other scripted missions will be developed as the design progresses. There will be up to 20 scripted missions in Genesis, all of which may or may not appear in any one game.<br />
<br />
{{Ref Close| source = http://www.thelastoutpost.co.uk/games/dave-ellis-genesis}}<br />
<br />
== Links ==<br />
<sup>1</sup> '''Dave Ellis: Genesis by cyke''' at ''http://www.thelastoutpost.co.uk/games/dave-ellis-genesis''<br />
<br />
*'''https://en.wikipedia.org/wiki/X-COM:_Genesis<br />
*'''RetroAhoy: X-COM https://www.youtube.com/watch?v=gBu77h2FSCM<br />
*'''X-COM Genesis - Tech Demo 1 - Street Scene - GENESIS xcom street https://www.youtube.com/watch?v=fW7QaVRkuxI<br />
*'''X-COM Genesis - Tech Demo 2 - Agent Animations - GENESIS xcombig https://www.youtube.com/watch?v=ZSBYUNIRHfo<br />
<br />
== Credits ==<br />
To honor the X-COM: Genesis team, I am listing the credits with names and roles. Here we go. <br />
<br />
Adam Cogan - Artist <br />
<br>Ben Cloward - Artist <br />
<br>Ben Lichius - Artist <br />
<br>Brian Hagan - Artist <br />
<br>William 'Dink' Thompson - Artist <br />
<br>Eric Peterson - Art Director <br />
<br>Henry Schwetzke - Senior Artist <br />
<br>Jeremiah Washburn - Artist <br />
<br>Jeremy Bernal - Senior Artist <br />
<br>Mike McClelland - Lead Artist <br />
<br>Hugh Ackerman - Artist <br />
<br>Marc Racine - Producer <br />
<br>Dave Ellis - Designer <br />
<br>Wayne Harvey - Lead Programmer <br />
<br>Rico Stenson - Programmer <br />
<br>Kevin Nelson - Programmer <br />
<br>Chris Nash - Programmer <br />
<br />
<br>William Denman - Studio Head<br />
<br />
==See Also==<br />
{{Games Navbar}}</div>Oathedhttps://www.ufopaedia.org/index.php?title=Storyline_Missions_(EU2012)&diff=111656Storyline Missions (EU2012)2022-09-09T20:19:26Z<p>Oathed: /* Tactics */ two-shotting the Uber Ethereal</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 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. A decent Sniper with a Mimetic Skin spotter can two-shot the Uber Ethereal, trivializing the fight.<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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{{Template:Maps Navbar (EU2012)}}<br />
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[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Strategy Guide (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&diff=111631Talk:Soldiers (EU2012)2022-09-09T14:47:03Z<p>Oathed: /* Not Created Equal Aim Averages */ new section</p>
<hr />
<div>Where should the country go? It's not customizable but it's not really a stats either.<br />
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)<br />
:I'd say here. I'm going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)<br />
::I think it would be better to keep the flags on the Attributes page like it was before. There's more important info and it's better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)<br />
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)<br />
::::I can't believe it, my boss is waiting for me to finish my Employees performance review and I'm editing a wiki page on soldier country for a video game... That's XCOM baby!!<br />
<br />
== Rank icons? ==<br />
<br />
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)<br />
:I don't know either where they are located - but it's nice to start putting them even if you don't complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)<br />
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)<br />
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)<br />
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it's legal to use such images to create your own original material (on this case the wiki's pages) - what you can't do simply copy the game files or whole sections of text/pages. In any case it's in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)<br />
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint. ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)<br />
<br />
== Soldier Status ==<br />
<br />
While several of the status for soldiers make sense, I'm curious as to "Tired" and "Exhausted". Also curious about the difference between "Wounded" and "Gravely Wounded." Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that's clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)<br />
: The "Tired" and "Exhausted" are present in the game files but it seems that it isn't used, most likely a leftover from when the first game builds used TUs/Stamina before it was replaced with the Action system. [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)<br />
Makes sense, but recently I had a soldier who was still deployable for missions that had "(1 day)" behind her name. She'd been deployed two or three times in less than five days. Perhaps this is "Tired" or "Exhausted"? Battle fatigue from repeated, close deployments? (Noone else was affected as the first mission was mostly B-team because most of my mains were in the hospital, but the latter two were with regular soldiers.) Unfortunately, I wasn't given an opportunity to deploy her in this status, and I haven't been able to replicate it, to it may only have been a bug. [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:51, 16 October 2012 (EDT)<br />
<br />
Further research seems to imply that "Wounded" and "Gravely Wounded" are differentiated by gross damage taken during a mission, with "Wounded" meaning "Took more damage than armor HP, but less than enough to kill them" and "Gravely Wounded" means "Took enough gross damage to be killed outright." Needless to say, the latter survived somehow, likely to do either Medikit intervention or getting a critical wound instead of just dying. (Don't Die On Me is AMAZING). [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:08, 19 October 2012 (EDT)<br />
<br />
== Rank bonuses ==<br />
<br />
Are you sure about the table we have right now? I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim). Three kills each on the first mission. I also just found out two equal rank units aren't the same, but maybe due to a hit in combat instead of on promotion? I have two Squaddie Snipers and they have different Will (45 vs. 42). [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)<br />
<br />
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start & max-cap. We might have to scrap that table. <br />
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)<br />
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)<br />
<br />
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think 'critically' hit) in combat. So probably some combination of Will gain for combat XP and Will loss for injury. We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code. It seems like there are a lot of instances in the game like this where they've built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)<br />
<br />
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn't deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)<br />
<br />
::::: As I play more, I think you're right Mavoc. Will seems to be the only thing that random. Each class's health and aim does seem static, as in follows the table we have. So it seems at this point we don't know "how many" Will points are lost for a critical hit. I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc. Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)<br />
<br />
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)<br />
<br />
Just to add, after hiring and firing hundreds of squaddies, I am confident to report that the Iron Will Training School upgrade randomly increases the Will of a soldier being promoted by 2-10 on top of the default +2 increase. This is a big factor in randomising the Will of soldiers. This means a Colonel who never got revived after going critical and had full access to Iron Will, would still have maximum Will that varies between 68 and 124.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 00:47, 16 October 2012 (EDT)<br />
<br />
: this matches with my numbers of (1-5) + 2 without the Iron Will. Which seems to suggest that the level up will increase is 1d5+2 without iron will and 1d10+2 with it. i am assuming that it isn't 2d5+2 which would cause the numbers to be a bit more clustered in the middle. So far I have not seen any will increase outside of rank up. Now we need to verify that and try to identify what effects cause loss to will and how much for each. [[User:Mavoc|Mavoc]] 18:30, 16 October 2012 (EDT)<br />
<br />
I just hit an oddity, playing on normal with all colonels I should have snipers with 8 base health and the others with 9. Except I have one support with 10 base health. I infact have 2 supports with the same gear, rank, and abilities and one has 9 health and the other has 10. Float rounding error in my favor??? [[User:Mavoc|Mavoc]] 06:47, 20 October 2012 (EDT)<br />
:::::There is supposedly a bug that made every new soldier you recruit to have Easy difficulty Base Health. I haven't confirmed it yet.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 21:00, 21 October 2012 (EDT)<br />
<br />
== Squad Leader ==<br />
<br />
I noticed, that one of the soldiers in the squad have a yellow star on his icon. Looks like it indicates, that he is the leader. I also noticed, that he does more dmg, than other soldiers. My leader was a sniper, and could do around 2-3 more dmg to an enemy than my other sniper. Same weapon, normal shot. I'm gonna test this further.<br />
<br />
: The soldier in front of all others in the pre-mission screen will be the leader. From what I've read it will really affect morale if it gets killed, but so far I haven't noticed any difference in stats. Let us know what you find :) [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)<br />
<br />
:: Hobbes this is incorrect. The far right guy for me, which stands in the back, is my sniper and he is the one that gets the star. From my experience, the system keeps giving soldiers XP even at Colonel and the soldier with he most XP gets the star. [[User:Mavoc|Mavoc]] 18:34, 16 October 2012 (EDT)<br />
<br />
::Also, you can find a small "+" next to a soldier's icon; testing has shown that this means the soldier has earned a (main class) promotion during the mission. So far, it appears soldiers are capped to one promotion per deployment, so consider moving this soldier to backfield covering duties, as any experience they gain will be 'wasted'. [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:54, 16 October 2012 (EDT)<br />
<br />
== Soldier stats ==<br />
<br />
So far, I've seen four basic stats for soldiers, and I think we should probably cover this somewhere. Here's a basic overview to start; what do you think?<br />
<br />
Health: The amount of damage a soldier can take before dying. This number can be raised by wearing armor, certain items, or gaining levels. If a soldier takes more (gross) damage in a mission than provided by Armor bonuses, the soldier will have to spend some time in the hospital to recover. (For example, a soldier wearing Carapace Armor and nanofiber vest can take 6 damage a mission without being actually 'hurt'. Note that using medikits to recover damage do NOT affect whether a soldier goes to the hospital. IOW, medikit healing just keeps you on your feet in the short term.)<br />
Aim: The chance a soldier has to hit a target. Base stat can be raised by certain items, weapons or by gaining levels.<br />
Will: The willpower of a soldier. Affects chance of having/using psi-abilities, and of panicking in combat. Base stat can be raised by certain items, armor, or gaining levels. A soldier who is critically wounded (Gravely Wounded, in post mission status) suffers a PERMANENT reduction to Will score.<br />
Defense: The chance a soldier has to evade an attack. Base stat is 0, can be raised by certain armors, or terrain advantages. Defense applies as a penalty to an enemy's aim against you.<br />
<br />
Feedback encouraged.<br />
<br />
== Error in the experience calculations on c/i ==<br />
<br />
Just played classic/ironman. Nobody got killed during the very first mission. After the table here: http://www.ufopaedia.org/index.php?title=Soldiers_%28EU2012%29#Earning_XPs that would be 60 for mission + 20 for no KIAs amounting to 80 which would mean all 4 soldiers should have been promoted (requiring 75) . I had the feeling, that any mission with no KIA in nomral mode, always seemed to lead to rookie promotion, so there is an indication that there is a penalty on XP in classic. Can someone confirm? [[User:Kurzum|Kurzum]] 04:41, 29 January 2013 (EST)<br />
:Human error is always an easier explanation: I just checked the link and the value for promotion to squaddie is 75, not 90. I must have made a mistake, sorry. :) [[User:Hobbes|Hobbes]] 05:21, 29 January 2013 (EST)<br />
::Ok, thanks, it all makes sense now ;) [[User:Kurzum|Kurzum]] 03:23, 30 January 2013 (EST)<br />
<br />
== Active (1 Day) ==<br />
<br />
What does this mean when it is next to your soldier in the barracks? --[[User:Ditto51|Ditto51]] 09:02, 17 July 2013 (EDT)<br />
<br />
== Not Created Equal Aim Averages ==<br />
<br />
Not sure how to or where to format this properly but here are the average aim stats for each class, which can be a good tool to evaluate a new soldier rewarded from a mission in mid/late game when playing with Not Created Equal enabled:<br />
<br />
Assault S70 Cpl73 Sgt76 Lt79 Capt82 <br />
Heavy S67 Cpl68 Sgt69 Lt70 Capt71 <br />
Sniper S75 Cpl78 Sgt81 Lt84 Capt88 <br />
Support S70 Cpl73 Sgt76 Lt79 Capt82 <br />
<br />
[[User:Oathed|Oathed]] ([[User talk:Oathed|talk]]) 16:47, 9 September 2022 (CEST)</div>Oathedhttps://www.ufopaedia.org/index.php?title=Furies_(EU2012)&diff=111630Furies (EU2012)2022-09-09T14:25:43Z<p>Oathed: /* Notes */ map, details</p>
<hr />
<div>{{Ref Open | title = Mission Intro, Brief & Objectives }}<br />
[[File:Furies Mission (EU2012).png|200px|right|]]<br />
The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.<br />
<br />
The aliens are holding Annette's fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.<br />
*Locate and rescue the other abductees<br />
*Eliminate all opposition<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<noinclude><br />
==Notes==<br />
[[File:Abductor (EU2012).png|right|300px]]<br />
* Council Reward:<br />
** §100<br />
** Chance of acquiring three abductees as Lieutenant rank soldiers if all of their [[Alien Stasis Tank (EU2012)|stasis tanks]] are recovered intact. The three soldiers will all test positive to be gifted in the psi-labs. So to be sure to gain as many gifted soldiers as possible, test [[Annette Durand (EU2012)|Annette]] and the three Lieutenants last to not lower the chance for testing positive for the other soldiers.<br />
* There is neither a C.O. pod of aliens, nor any aliens on the bridge.<br />
* The mission is relatively simple at this stage of the game, an [[Abductor (EU2012)]] ship with a countdown timer that starts as soon as you activate the first gaggle of aliens at the rear of the ship. As soon as you activate the console right before the bridge the mission is successful.<br />
<br />
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[[Category:Enemy Unknown (2012)]]<br />
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</noinclude></div>Oathedhttps://www.ufopaedia.org/index.php?title=Extraction_(EU2012)&diff=111570Extraction (EU2012)2022-09-02T15:22:26Z<p>Oathed: /* Highway Rescue (Peter Van Doorn) */ mute button</p>
<hr />
<div>{{Ref Open | title = Mission Objectives }} <br />
* Locate ''V.I.P.''<br />
* Approach ''V.I.P.'' <br />
* Escort ''V.I.P.'' back to the extraction point<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
In an Extraction mission, your squad will have to locate the target and escort him/her to the extraction point. You must protect the target at all cost, else the mission will be considered lost and you must return your squad to the extraction point. Some missions may have Non-Playing Characters (NPCs) that will give you directions to the target once you approach them. Once the target is rescued, you will need to eliminate any remaining hostiles or any additional aliens that may appear.<br/><br />
<br />
NOTE: Success or failure of an Extraction mission appears to have no effect on the story or progress of the game other than panic levels.<br />
<br />
==Musem Rescue ([[Thomas Hutch (EU2012)|Thomas Hutch]]) ==<br />
{{Ref Open | title = Intro & Briefing }} <br />
[[File:MUSEUM1 (EU2012).png|200px|right|]]<br />
A friend of this Council has come under attack by aliens in ''country''. It would reflect poorly on our efforts if we were to allow our ally to be captured by hostile forces. We'll need you to ensure his safe return to XCOM HQ; we should have further details by the time your troops reach the extraction site.<br />
<br />
A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.<br />
*Find the Target.<br />
*Escort the target safely to the extraction point.<br />
*Protect the target at all costs.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
* [[Museum (EU2012)|Museum]] map. <br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] this mission takes place instead on the [[StreetHurricane (EU2012)|Street Hurricane]] map. <br />
<br />
==Highway Rescue ([[Peter Van Doorn (EU2012)|Peter Van Doorn]]) ==<br />
{{Ref Open | title = Intro & Briefing }} <br />
[[File:HighwayFallen1 (EU2012).png|200px|right|]]<br />
Reports indicate a UN official and his associates were caught in the middle of an alien attack in ''country''. If this official is killed or abducted by the aliens, it would undoubtedly spread panic and reduce the effectiveness of XCOM. We need a squad of your soldiers to escort the target safely to the extraction point.<br />
<br />
Intel indicates a high value civilian asset somewhere at site; exact location unknown. The enemy is present in unknown numbers.<br />
*Find the Target.<br />
*Escort the target safely to the extraction point.<br />
*Protect the target at all costs.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
* [[HighwayFallen (EU2012)|Highway Fallen]] map.<br />
* Once you've played this mission a few times, keep your mute button handy if you don't want to hear the dialogue again and again.<br />
<br />
==Boulevard Rescue ([[Anna Sing (EU2012)|Anna Sing]])==<br />
{{Ref Open | title = Intro & Briefing }} <br />
[[File:BOULEVARD1 (EU2012).png|200px|right|]]<br />
We've intercepted a signal indicating that an abductee was able to escape alien captivity, and there is a limited window of opportunity to attempt an extraction. By the time your troops are on the ground, Central should have our complete intelligence report available.<br />
<br />
A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.<br />
*Find the Target.<br />
*Escort the target safely to the extraction point.<br />
*Protect the target at all costs.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
* [[Boulevard (EU2012)|Boulevard]] map.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] this mission has been removed. <br />
==Tactics==<br />
* After you've approached the V.I.P by moving one of your units next to him/her, there will be a number of [[Thin Man (EU2012)|Thin Men]] falling from the sky and trying to stop the rescue. The location of those drops depends on the map position of the V.I.P.<br />
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[[Category:Missions (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Strategy_(EU2012)&diff=111470Strategy (EU2012)2022-08-30T18:12:26Z<p>Oathed: /* Alien Base Assault */ formatting</p>
<hr />
<div>==General Factors==<br />
===The Aliens===<br />
[[File:Last Stand (EU2012).png|right|300px]]<br />
The Aliens are the main foe in XCOM: Enemy Unknown, consisting of several [[Alien Life Forms (EU2012)|species]] united under a specific [[Alien Objectives (EU2012)|agenda]] that will conduct hostile missions regarding Earth and humanity. The aliens will deploy their ground forces using Unidentified Flying Objects ([[UFOs (EU2012)|UFOs]]), which can be detected and shot down by [[XCOM (EU2012)|XCOM]]. <br />
<br />
The most important aspects regarding the aliens are:<br />
* Escalation - every month the aliens will introduce [[Overviews of Aliens (EU2012)|better armed]] species and UFOs, increasing their deadliness. <br />
* Retaliation - They will strike back against XCOM by attacking your [[Satellite (EU2012)|satellites]] if their UFOs are ignored and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] they will [[XCOM Base Defense (EU2012)|assault]] XCOM's HQ if their base on Earth is destroyed by your forces. <br />
* Determination - they will keep conducting their missions and terrorizing Earth until the [[The Council (EU2012)|Council]] that supports XCOM is disbanded and they complete their objectives. <br />
<br />
As you progress through the game you'll encounter new aliens and discover more about their horrific intentions, as you conduct interrogations and autopsies and research their advanced [[Alien Artifacts (EU2012)|technology]]. As XCOM Commander it is your mission to stop their actions and use the knowledge gained through [[Research (EU2012)|research]] stop the alien invasion of Earth.<br />
<br />
The aliens species can be assigned to 3 roles: Commanders, Soldiers and Secondaries. <br />
* Commanders only appear on UFOs and Storyline missions. <br />
* Soldiers are general use troops deployed to any type of mission and holding plasma firearms. <br />
* Secondaries are usually heavier alien units with specialized roles such as melee or robotic units with a more restricted appearance. <br />
<br />
<br clear="all"><br />
<br />
===XCOM Goals===<br />
In order to win the game, XCOM commanders will have to achieve two goals:<br />
[[File:ShadowSpeeker.png|right|300px]]<br />
'''Prevent 8 or more countries from leaving the Council'''<br />
* The game will continue endlessly as long as you have 9 countries still in [[The Council (EU2012)|Council]]. You can keep playing until [[Background_(TFTD)|2039]] or [[Background (Apocalypse)|2084]] if you wish to do so, as long as you don't complete (or fail) some of the [[Storyline Missions (EU2012)|key missions]] (see below).<br />
* Unlike the original game, you can't lose from repeatedly getting a negative grade on the Council's monthly report or running out of funds. However, if those situations keep happening then most likely you'll lose since [[Panic (EU2012)|panic]] will spiral out of control and make countries leave the Council. <br />
* The higher the [[Difficulty (EU2012)|difficulty]] level, the harder it will be to control panic.<br />
* Keep in mind that retaining at least 9 countries in the Council doesn't necessary imply covering them all with satellites, although you'll want to expand your satellite network as much as possible due to the benefits it will provide.<br />
<br clear="all"><br />
[[File: Game Objective (EU2012).png|300px|right]]<br />
'''Complete the Game Objectives'''<br />
* To achieve the game objectives you'll have to fulfill a number of subobjectives in sequence. For more details see [[Storyline (EU2012)#Game Objectives|Game Objectives]]. <br />
* Theoretically, you'll only need to complete 5/6 key Storyline [[Storyline Missions (EU2012)|missions]] to win the game: the 1st mission (either the Tutorial or a regular Abduction), capturing the 1st alien and an [[Outsider (EU2012)|Outsider]] alien, Alien Base Assault, XCOM Base Defense (on the Enemy Within DLC), Assault the Overseer UFO and Temple Ship Assault.<br />
* If you fail to finish the 1st mission, Alien Base, Base Defense and Temple Ship you'll be given the opportunity of replaying the mission or losing the game. <br />
* With the exception of the 1st mission (and to some extent, the XCOM Base Defense), you can delay those missions as much as you want. However, as months pass the [[Aliens (EU2012)|aliens]] will deploy more capable units, which can increase, or not, their difficulty, depending on how far you've progressed on your own weapons/armor [[Research (EU2012)|research]]. <br />
* Besides the progression in the timeline, the difficulty levels will also have an effect on the [[Alien Deployment (EU2012)|number and type]] of the aliens present during [[Missions (EU2012)|missions]] and their individual [[Alien Stats (EU2012)|stats]].<br />
<br clear="all"><br />
<br />
===Difficulty Levels & DLCs===<br />
The Difficulty levels can have a major influence on the type of strategy chosen because of the specific changes they introduce. For details on their influence over funding, alien stats, etc., see [[Difficulty (EU2012)|Difficulty]]. For specific information about how difficulty levels change the number of aliens during missions, check [[Alien Deployment (EU2012)|Alien Deployment]].<br />
<br />
The difficulty will be further increased if playing with [[Difficulty (EU2012)#Ironman|Ironman]], since it makes it impossible to reload a saved game to and fix a mistake such as satellites not being ready on time for launch at the end of the month.<br />
<br />
The [[Second Wave (EU2012)|Second Wave]] or the Slingshot and [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] DLCs also can bring changes to the game, as described below.<br />
<br />
====Second Wave====<br />
[[File:Second Wave EW (EU2012).png|right|300px]]<br />
'''Strategic Layer Changes''' <br />
* '''New Economy''' - randomizes the funding given by each country. The starting credits may be completely different from the regular values. <br />
* '''Marathon''' - everything takes longer to complete (research, manufacturing, etc) and appearances of new alien species will also be pushed forward.<br />
* '''Results Driven''' - funding is reduced by the country's current [[Panic (EU2012)|panic]] level.<br />
* '''High Stakes''' - scientist/engineer rewards from [[Missions (EU2012)#Abductions|Abduction]] missions are randomized, can make impossible some strategies that depend on these rewards. <br />
* '''Diminishing Returns''' - massive cost increases for satellites. <br />
* '''War Weariness''' - funding trickles down to 0 over time.<br />
* '''E-115''' - can lead to [[Elerium (EU2012)|Elerium]] shortages for building projects.<br />
* '''Alternate Sources''' - [[Base Facilities (EU2012)|base facilities]] cost more power, meaning less space and more building costs. <br />
* '''Not Created Equally''', '''Hidden Potential''' and '''Training Roulette''' - randomize soldier's stats, their progression when promoted and their abilities. Can be used to create super soldiers, or severely limit them. <br />
* '''The Greater Good''', '''More Than Human''' and '''Mind Hates Matter''' - restrict use of [[Psionic (EU2012)|Psionics]]. <br />
* '''Total Loss''' - causes KIA [[Soldiers (EU2012)|soldiers]] to lose all their equipment, forcing you to spend resources to replace it.<br />
* '''Save Scum''' - actually helps more since it can be used to ensure that shots hit their targets. Can also be used to randomize results of air combat dogfights and the appearance of several events/missions.<br />
<br />
'''Tactical Layer Changes'''<br />
* '''Damage Roulette''' - dramatically increases shot randomness.<br />
* '''Not Created Equally''', '''Hidden Potential''' and '''Training Roulette''' - randomize soldier's stats, their progression when promoted and their abilities. Can be used to create super soldiers, or severely limit them. <br />
* '''The Greater Good''', '''More Than Human''' and '''Mind Hates Matter''' - restrict use of [[Psionic (EU2012)|Psionics]]. <br />
* '''Absolutely Critical''' and '''Aiming Angles''' - make flanking shots more deadly and accurate. Can work either for or against you during a battle. <br />
* '''Red Fog''' and '''Total Loss''' - increases the penalties for having injured or KIA [[Soldiers (EU2012)|soldiers]].<br />
* '''Itchy Trigger Tentacle''' - non-cover aliens become more deadly. When facing [[Sectopod (EU2012)|Sectopods]]/[[Cyberdisc (EU2012)|Cyberdiscs]] this can lead into very nasty encounters when you activate them. <br />
** '''Save Scum''' - can actually help since it can be used to ensure that shots hit their targets. <br />
<br />
====Enemy Within DLC====<br />
[[Image:XCOM Enemy Within Poster.png|right|300px]]<br />
* A new resource called [[Meld (EU2012)|Meld]] is introduced, allowing to perform cybernetic and genetic modifications for your soldiers.<br />
* [[Research (EU2012)|research]] time is increased on the Classic/Impossible difficulties by 40% and 70%, respectively. <br />
* The plasma weapons building costs are also increased on average by 50% of their previous cost.<br />
* A new foe, [[EXALT (EU2012)|EXALT]] is added, which can be an hassle to XCOM. <br />
* Also adds the [[XCOM Base Defense (EU2012)|Base Defense]] mission. <br />
<br clear="all"><br />
====Slingshot & Progeny====<br />
[[File:Zhang_Cutscene.png|300px|right]]<br />
There are also two optional [[DLC (EU2012)|DLC]] campaigns available as Council [[The Council (EU2012)#Council Missions|missions]]. If the 3 missions of each are completed successfully they give access to advanced resources, making the game easier. Completing some of their missions can be challenging though. <br />
* [[Slingshot DLC (EU2012)|Slingshot]] - provide a high-stat Heavy soldier ([[Shaojie Zhang (EU2012)|Shaojie Zhang]]) and allow early access to [[Fusion Core (EU2012)|Fusion Cores]], whose research is required for building advanced [[Fusion Lance (EU2012)|Fusion Lances]] for Firestorm craft and [[Blaster Launcher (EU2012)|Blaster Launchers]] for Heavy soldiers. <br />
* [[Progeny (EU2012)|Progeny]] - gives 4 guaranteed [[Psionic (EU2012)|Psionic]] soldiers (including [[Annette (EU2012)|Annette]]).<br />
<br />
Both campaigns also provide large amounts of scientists/engineers, as well as credits and other [[Alien Artifacts (EU2012)|Alien Artifacts]].<br />
<br clear="all"><br />
<br />
===Starting Base Location===<br />
<br />
The location of the XCOM [[HQ (EU2012)|HQ]] automatically deploys a [[Satellite (EU2012)|satellite]] over the country and gives the continent's specific bonus to the player and will have a major impact on the early game. Each country covered with a satellite provides additional Scientists or Engineers, besides credits (§), that are received at the end of the month and can be very useful in gathering enough Engineers to be able to build [[Beam Weapons (EU2012)|Laser Weapons]] after they are [[Research (EU2012)|researched]]. <br />
<br />
If you cover an entire continent with satellites, then you also get that continental bonus even if your base is located elsewhere.<br />
Choosing which continent will be the first fully covered by satellites is another key move of the early game. Losing a country on a continent due to it leaving the [[The Council (EU2012)|Council]] automatically means the end of the bonus. <br />
<br />
The starting bonus can never be lost, even if the country where the XCOM HQ is located decides to leave the Council.<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Country Funding by Continent (+50% Easy difficulty)<br />
|- <br />
! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
|<br />
Egypt: §70<br><br />
South Africa: §80<br><br />
'''Nigeria: §100'''<br />
<br />
| <br />
'''China: §100'''<br><br />
Japan: §100<br><br />
India: §60<br><br />
Australia: §60<br />
<br />
|<br />
United Kingdom: §100<br><br />
Russia: §150<br><br />
France: §80<br><br />
'''Germany: §100'''<br />
<br />
|<br />
'''United States: §180'''<br><br />
Canada: §100<br><br />
Mexico: §50<br />
<br />
|<br />
Argentina: §70<br><br />
'''Brazil: §80'''<br />
|- style="font-weight: bold;" align="center"<br />
| Ʃ §250 || Ʃ §320 || Ʃ §430 || Ʃ §330 || Ʃ §150<br />
|- style="vertical-align:top; padding:5px;"<br />
| align="center" | '''All In'''<br/> ''Monthly XCOM funding increased by 30%.'' <br />
| align="center" | '''Future Combat'''<br/> ''All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.'' <br />
| align="center" | '''Expert Knowledge'''<br/> ''[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.'' <br />
| align="center" | '''Air & Space'''<br/> ''All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.'' <br />
| align="center" | '''We Have Ways'''<br/> ''Autopsies and Interrogations are completed instantly.'' <br />
|}<br />
''The '''bold''' country is where the base will be located if you pick that continent to start the campaign.''<br />
<br />
===HQ's Areas===<br />
[[File:Basescape EU2012.png|300px|right]]<br />
After selecting the game's difficulty and the starting location for your HQ, managing the operations at the XCOM [[HQ (EU2012)|Headquarters]] is the next step for any strategy to achieve victory over the aliens. HQ has six main areas, all accessible by the Base View, each with specific priorities and requirements that affect one another, as listed on the table below. <br />
<br />
{| class="wikitable" width="70%" <br />
|+ Base Operations<br />
|- <br />
! width="20%" align="center" | Area <br />
! width="35%" align="center" | Priority/Mission<br />
! width="45%" align="center" | Tasks required<br />
|- style="vertical-align:top;"<br />
|- <br />
| align="center" | '''[[Situation Room (EU2012)|Situation Room]]''' || align="center" | ''Advance XCOM's progress<br>Prevent countries from leaving XCOM<br>Secure/increase [[Finances (EU2012)|funding]] and resources|| Complete the required [[Storyline (EU2012)#Game Objectives|game objectives]] for victory<br>Manage panic levels<br>Expand [[Satellite (EU2012)|satellite]] network for country/continent bonuses<br>Sell advanced tech on the [[Grey Market (EU2012)|Grey Market]]<br>Perform [[The Council (EU2012)|Council]] [[Missions (EU2012)|missions]] for additional rewards<br>Conduct [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]] (EW DLC)<br />
|- <br />
| align="center" | '''[[Engineering (EU2012)|Engineering]]''' || align="center" |''Develop and [[Engineering (EU2012)|manufacture]] tech upgrades<br>Increase [[XCOM Headquarters (EU2012)#Base Expansion|base]] abilities and efficiency'' || Manufacture advanced [[Weapons (EU2012)|weapons]] and [[Equipment (EU2012)|equipment]]<br>Build the [[Foundry (EU2012)|Foundry]] for advanced weapons projects<br>Build additional/upgraded [[XCOM Headquarters (EU2012)#Base Expansion|facilities]]<br>Satisfy power needs for expansion<br>Maximize facility bonuses<br>Acquire required engineers/credits/materials for construction<br>Develop S.H.I.V.s and MEC Troopers (EW DLC)<br />
|- <br />
| align="center" | '''[[Research (EU2012)|Research]]''' || align="center" |''Investigate the [[Alien Life Forms (EU2012)|Aliens]], their technology and intentions<br>Develop applications of alien technology'' ||Examine recovered [[Alien Artifacts (EU2012)|alien artifacts]] and perform autopsies<br>Conduct [[Alien Containment (EU2012)|interrogations]] on captured aliens<br>Expand scientist pool or built [[Laboratory (EU2012)|labs]]<br>Perform [[Gene Mods (EU2012)|Gene Mods]] on soldiers (EW DLC)<br />
|- <br />
| align="center" | '''[[Soldiers (EU2012)|Soldiers]]''' || align="center" |''Provide mission capable [[Squads (EU2012)|squads]]'' || Hire [[Soldiers (EU2012)|soldiers]] and upgrade their [[Equipment (EU2012)|equipment]]<br>Retain a pool of experienced soldiers<br>Minimize casualties and [[Infirmary (EU2012)|recovery time]]<br>Maximize promotions and combat training<br>Built the [[OTS (EU2012)|Officer Training School]] for additional abilities<br />
|- <br />
| align="center" | '''[[Hangar (EU2012)|Hangar]]''' || align="center" |''Expand [[Interceptor (EU2012)|Interceptor]] deployment<br>Defend satellite network'' || Acquire sufficient [[Interceptor (EU2012)|Interceptors]] for continent coverage<br>Upgrade interceptors fleet with new technologies<br />
|-<br />
| align="center" | '''[[Mission Control (EU2012)|Mission Control]]''' || align="center" |''Detect and stop [[UFOs (EU2012)|UFO]]/alien attacks<br>Recover [[Alien Life Forms (EU2012)|Aliens]] lifeforms and [[Alien Artifacts (EU2012)|technology]]<br>Perform any additional combat missions'' || Defend the [[Satellite (EU2012)|satellite]] network<br>Intercept and shoot down [[UFOs (EU2012)|UFOs]] on missions<br>Assault and capture crashed/landed UFOs<br>Stop [[Alien Life Forms (EU2012)|alien]] and [[EXALT (EU2012)|EXALT]] (EW DLC) missions<br />
|-<br />
|}<br />
Detailed descriptions of how to achieve the tasks described may be found in the following sections.<br />
<br />
==Situation Room==<br />
[[Image:SR (EU2012).png|right|300px]]<br />
The [[Situation Room (EU2012)|Situation Room]] is where you'll manage all aspects directly related with the Council, as launching satellites, managing funds and checking the current panic levels and storyline objectives. The Situation Room will be unlocked after you complete your first Alien Abductions mission. <br />
* For a description of the required steps to win the game see [[Storyline (EU2012)|Storyline]] and [[Storyline Missions (EU2012)|Storyline Missions]].<br />
* For a description of the interactions with the Council, see [[The Council (EU2012)|The Council]] page. <br />
* For more details about the panic system and management, see [[Panic (EU2012)|Managing Panic]].<br />
===Continent Analysis===<br />
Besides choosing where to start, deciding the first continent to be covered with satellites is another major decision determining strategy. Some continents give strategic benefits right from the beginning while others might take more time to get dividends from them. <br />
<br />
{| class="wikitable" width="70%" <br />
|+ Country and Continent Bonuses per Month (Easy/Normal)<br />
|- <br />
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +2 engineers || align="center" | +2 scientists || align="center" | +1 scientist<br/> +1 engineer || align="center" | +1 scientist<br />
|-<br />
| align="center" | '''2''' || align="center" | +1 scientist<br/> +2 engineers || align="center" | +3 engineers || align="center" | +3 scientists || align="center" | +2 scientists<br/> +2 engineers || align="center" | +2 scientists<br/> +2 engineers<br />
|-<br />
| align="center" | '''3''' || align="center" | +2 scientists <br/> +3 engineers || align="center" | +6 engineers|| align="center" | +6 scientists || align="center" | +4 scientists <br/> +4 engineers ||<br />
|-<br />
| align="center" | '''4''' || || align="center" | +8 engineers || align="center" | +8 scientists || ||<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Country and Continent Bonuses per Month (Classic/Impossible)<br />
|- <br />
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +1 engineer || align="center" | +1 scientist || align="center" | +1 scientist || align="center" | +1 scientist<br />
|-<br />
| align="center" | '''2''' || align="center" | +1 scientist<br/> +1 engineer || align="center" | +2 engineers || align="center" | +2 scientists || align="center" | +1 scientist<br/> +1 engineer || align="center" | +1 scientist<br/> +1 engineer<br />
|-<br />
| align="center" | '''3''' || align="center" | +1 scientist <br/> +2 engineers || align="center" | +3 engineers|| align="center" | +3 scientists || align="center" | +2 scientists <br/> +1 engineer ||<br />
|-<br />
| align="center" | '''4''' || || align="center" | +4 engineers || align="center" | +4 scientists || ||<br />
|}<br />
<br />
==== North America ====<br />
[[File:NorthAmericaBase.png|right|300px]]<br />
* Resources: §320, 4 Scientists & 2 Engineers (Classic and Impossible)<br />
* Bonus: '''Air & Space''' - All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.<br />
* One of the more useful bonuses in the middle game, being able to procure [[Firestorm (EU2012)|Firestorms]] for 50% off is incredibly useful, especially if you're down to the wire on materials. The 4 additional monthly scientists are also a nice addition to keep up with the increasing research times. <br />
* As a starting continent it will give you a total of §110 credits saved in March and April (§40 from purchasing 2 to cover the first continent covered + §70 from monthly maintenance, Skyranger included). This makes it somewhat useful as a starting bonus, if you're looking to build the 2nd Uplink in March or April and need to buy more Interceptors to cover it. <br />
* The high initial funding of the United States (which is given since it will be HQ's location) means that North America provides you with the highest initial monthly funding on Classic and Impossible (on Normal and Easy Africa wins due to higher base funding).<br />
<br clear="all"> <br />
==== South America ====<br />
[[File:SouthAmericaBase.png|right|300px]]<br />
* Resources: §170, 2 Scientists & 1 Engineer (Classic and Impossible)<br />
* Bonus: '''We Have Ways''' - Interrogations and Autopsies are completed instantly.<br />
* Can be really useful if it's your starting bonus or you can get it within the first two months, in order to pursue a Alien Base Rush strategy.<br />
* Otherwise, Interrogations and Autopsies don't take that long to begin with and if you collect scientists, they'll only take 1 or 2 days at most. Far more useful however if you're playing with Marathon on from [[Second Wave (EU2012)|Second Wave]], since everything takes a little bit longer. Overall however, not a very pressing bonus to get, and it provides the least additional personnel of all resources. <br />
* On Impossible if you want to get to the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] and complete the game before you encounter some of the more difficult aliens then this can help by unlocking [[Research (EU2012)#Research Credits|Research Credits]] as well as the Alien Base once you get to the point of needing the [[Outsider Shard (EU2012)|Outsider Shard]].<br />
* The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] makes this bonus a more attractive due to autopsies granting access to Gene Mods and several more items. Researching laser weapons and Carapace Armor is also a little slower and they compete with [[Meld (EU2012)|Meld]]-related research, making early game research time more of a premium.<br />
<br clear="all"><br />
<br />
==== Europe ====<br />
[[File:EuropeBase.png|right|300px]]<br />
* Resources: §430, 10 Scientists (Classic and Impossible)<br />
* Bonus: '''Expert Knowledge''' - [[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.<br />
* As a starting bonus, unless you're pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren't that useful. If pursing a Satellite Rush strategy you may need a Workshop to build the 2nd Uplink, allowing a saving of §65 in March. <br />
* Each Lab/Workshop built costs less §65 credits, so if you're looking to build several of those, this is definitely a continent to look for posterior expansion. Furthermore, getting all of the European countries give the highest continent funding (§430) and the 10 monthly scientists it provides (on Classic/Impossible) will take care of all research needs. <br />
* On the Enemy Within DLC, the increased Research times and plasma weapon manufacturing costs in Classic/Impossible difficulties can also make Europe as an attracting option for expansion to deal with the bigger requirements.<br />
<br clear="all"><br />
==== Africa ====<br />
[[File:AfricaBase.png|right|300px]]<br />
* Resources: §250 (§325 with 30% bonus), 3 Scientists & 3 Engineers (Classic and Impossible)<br />
* Bonus: '''All In''' - Monthly XCOM funding increased by 30%.<br />
* One of the most useful starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need credits for everything, and you can never have too much.<br />
* On the downside it gives few scientists and engineers so you'll need to get those from mission rewards. Keep in mind that extra engineers can be more useful than extra credits since they also allow for savings on advanced materials required for building stuff ([[Elerium (EU2012)|Elerium]], [[Alien Alloys (EU2012)|Alloys]]) later on.<br />
<br clear="all"><br />
<br />
==== Asia ====<br />
[[File:AsiaBase.png|right|300px]]<br />
* Resources: §320, 10 Engineers (Classic and Impossible)<br />
* Bonus: '''Future Combat''' - All projects in The [[Foundry (EU2012)|Foundry]] and the [[Officer Training School (EU2012)|Officer Training School]] cost 50% less.<br />
* Asia's bonus can be useful to start if you're not looking for a Satellite Rush strategy and prefer instead to build up your squad with [[OTS (EU2012)|OTS]] and [[Foundry (EU2012)|Foundry]] upgrades. <br />
* Otherwise, if you're not focusing on those at start, the savings are quite limited on the beginning. But when you start to focus on your Foundry and OTS upgrades, you're going to wish you did have it. Especially the Foundry upgrades, since those compete for materials ([[Alien Alloys (EU2012)|Alien Alloys]], [[Elerium (EU2012)|Elerium]], [[Weapon Fragments (EU2012)|Weapon Fragments]]) alongside Research and Engineering. Completely covering the continent gives you +10 monthly additional engineers, which will also cut down the credit and resources cost of building new items. <br />
* The Enemy Within DLC has made this slightly more attractive in the early game. The Foundry grants adjacency bonus to workshops and the very valuable [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project makes an early Foundry more attractive than it was in the original game, and this bonus will allow you to capitalize on it more easily while money is still tight.<br />
<br clear="all"><br />
'''Africa Can Be Key''' <br />
<br />
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible (or at least 8 countries covered), the African bonus in credits is probably your most important reward, if you're starting to play the game or don't have a preset strategy. Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since satellite launches are generally dependent on panic level.<br />
<br />
Otherwise, if you're pursuing more advanced strategies, such as Alien Base Rush or Satellite Crawl, the other continents all have their uses.<br />
<br />
=== Satellite Network ===<br />
[[File:Satellite (EU2012).png|300px|right]]<br />
* Plan ahead and cover the entire world with at least 8 [[Satellite (EU2012)|satellites]], regardless of your initial strategy. This is the only undisputed rule in playing this game, otherwise it may be impossible to keep enough countries in the [[The Council (EU2012)|Council]] to prevent losing the game. <br />
* It is more "economical" to panic management to launch satellites at the end of the month, to lower [[Panic (EU2012)|panic]] levels when they're highest, and to avoid an abduction mission invalidating the reduction. Launching satellites at the end of the month also gives you more flexibility to deal with unexpected alien activity at the end of the month. <br />
* Try to completely cover continents. Any countries covered at the start of the month (i.e., they're already covered when the Monthly Report comes in) will be off the list of Abduction Missions but will still get raised panic if another country on that continent gets an unanswered Abduction.<br />
* Order satellites individually, not in bulk. That way you'll be able to cancel satellite orders if you are in a dire/unexpected need of credits and still be able to launch the other satellites at the end of the month. Of all game items (Facilities, Craft, etc.) that require days for manufacture Satellites are the most flexible to cancel, if needed.<br />
* On the middle/late game always a backup [[Satellite (EU2012)|satellite]] ready for launch. You may have to face a [[Battleship (EU2012)|Battleship]] on a destroy satellite mission and be unable to shoot it down, which can lead into losing the satellite and quite possibly the country. Keeping a reserve satellite allows to launch it to replace the destroyed one and don't lose the country. <br />
<br clear="all"><br />
<br />
===Budget & Funding===<br />
[[Image:Finances 2 (EU2012).png|300px|right]]<br />
Credits and recovered alien artifacts are crucial to winning the game. The Situation Room allows to check your current budget (through the Finances tab) and to quickly raise cash by selling artifacts at the [[Grey Market (EU2012)|Grey Market]]. There are other ways of getting more resources such as completing [[Missions (EU2012)#Mission Rewards|missions]]. <br />
* For more details about the recovered alien items and their sell values, see the [[Alien Artifacts (EU2012)|Alien Artifacts]] page.<br />
* For more info about what costs you credits and how to raise more credits, see the appropriate pages, [[Finances (EU2012)|Finances]] and [[Economy (EU2012)|Economy]].<br />
* For details about mission rewards also see [[The Council (EU2012)#Council Mission Rewards|Council Mission Rewards]]<br />
<br clear="all"> <br />
====Grey Market Bonanza====<br />
[[File:Grey Market (EU2012).png|right|300px|The Grey Market screen]]<br />
The [[Grey Market (EU2012)|Grey Market]] is your best friend to quickly raise credits by selling alien artifacts. <br />
* For veteran players of the original [[X-COM|X-Com]] that are new to this game, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used not only for Research projects, but as resources for completing Council member requests, Foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. <br />
* Generally, keeping about 10 corpses of the common species (Sectoids, Thin Men...Mutons, later) in storage should be sufficient if you need some quick money. Keep more if you know you'll need them for a [[Foundry (EU2012)|Foundry]] project.<br />
* On the other hand, items that have no research value such as damaged UFO components and Alien Entertainment are clearly marked as such. These items can be sold freely.<br />
* Once you are familiar with the game and know how much of each is required for tech that is within reasonable grasp, only then should you consider selling valuable equipment and corpses to fund whatever your strategy requires.<br />
* Usually items like [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|Power Sources]] will only be required later when you start building Firestorms so those can be sold without consequences. However, you will need them later on, so plan on when you want to start upgrading your aerial fleet and start hoarding resources in advance for it.<br />
<br />
==Engineering==<br />
[[Image:engineeringEU2012.jpg|right|300px]]<br />
The Engineering section allows to access all aspects related to building items and base facilities, as well as S.H.I.V. construction and MEC Trooper augmentation (on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]). <br />
<br />
For more details see the appropriate pages:<br />
*[[Engineering (EU2012)|Engineering]]<br />
*[[Base Facilities (EU2012)|Base Facilities]]<br />
**[[Building Optimization (EU2012)|Building Optimization]]<br />
*[[Foundry (EU2012)|Foundry]] & [[S.H.I.V. (EU2012)|S.H.I.V.]]<br />
*[[Cybernetics Lab (EU2012)|Cybernetics Lab]] & [[MEC Trooper (EU2012)|MEC Trooper]]<br />
<br />
===Manufacturing Tips===<br />
[[File:Engineering (EU2012).png|300px|right]]<br />
* Most advanced items can only be built if you have enough engineers to fulfill their requirements. It's pointless to rush [[Research (EU2012)|Research]] if you can't built the new toys and facilities afterwards. <br />
* The more engineers the less it will cost to produce any items, such as equipment, weapons, armor or craft. The savings are applied both in credits and in [[Alien Alloys (EU2012)|Alien Alloys]] and [[Elerium (EU2012)|Elerium]]. The maximum gains occur with 3 times the number of engineers required, although the reduced cost will never go down below 50% of the original cost. <br />
* [[Workshop (EU2012)|Workshops]] adjacent to one another give you a rebate in resources (§, Alloys and Elerium) used in projects such as Firestorms, Foundry projects and facilities, after they are completed. The rebate is of 7% (10% on Enemy Within DLC) for each adjacency, so 4 workshops in a 2x2 configuration will give you a 28% (40% on the Enemy Within DLC) in building costs. <br />
* However, there's a monthly maintenance cost of §26 for each workshop, so the improved efficiency comes at a price.<br />
* The North America continental bonus will reduce the costs of buying/building aircraft and their weapons by 50% and the Asian bonus does the same for Foundry projects and while buying [[S.H.I.V. (EU2012)|S.H.I.V.s]] so you may want to consider getting those.<br />
<br />
===That's Resources Baby!===<br />
[[File:Base Building (EU2012).png|300px|right]]<br />
[[File:Engineering 2 (EU2012).png|300px|right]]<br />
Winning the strategic game is about getting enough resources to purchase, build and research stuff. <br />
* '''There ain't no such thing as a free lunch'''[http://en.wikipedia.org/wiki/TANSTAAFL] - credits (§) are required to hire soldiers/Interceptors or to build everything. And one of your main sources of § in the early game is the [[Grey Market (EU2012)|Grey Market]], where you'll have to sell other resources (alien tech) to get the money you need, which may lead to shortages later.<br />
* Manufactured items can only be sold through Council [[The Council (EU2012)#Items Requested|requests]] and those only come once or twice during the month, so it can be tough to get rid of obsolete items. More frequently the Council will request your more advanced weapons, which will put in the dilemma of fulfilling the request (and not having them for the next mission) or ignore it and don't get the § or scientists/engineers supplied by the country issuing the request. <br />
* Alien tech cannot be manufactured unlike the original [[X-COM|X-COM]], only captured. Items like Alien Alloys and UFO technology all have to be recovered from the battlefield.<br />
* [[Weapon Fragments (EU2012)|Weapon Fragments]] and Elerium are usually the most scarce resources. <br />
** The first on the middle to early game, since fragments are used also for research.<br />
** Elerium shortages are quite common on the middle to late game, when you want to build the new items researched.<br />
** [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|UFO Power Sources]] are required for their research and for building Base Facilities like [[Elerium Generator (EU2012)|Elerium Generator]] and [[Satellite Nexus (EU2012)|Satellite Nexus]], as well as building Firestorms and the Foundry's [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]]. Selling too much of them at the Grey Market (where they have the highest prices) can also lead to shortage problems if you want to build projects that require them. <br />
* Alloys, Elerium and UFO Power Sources/Flight Computers are mainly recovered from UFOs, so if you're having problems [[Air Combat (EU2012)|shooting]] them down that can also lead to shortages.<br />
** Equipping your craft with the [[EMP Cannon (EU2012)|EMP Cannon]] to shoot down UFOs will increase the probability of getting these items intact (instead of damaged and nearly useless) from 50% to 100%. <br />
**You may get few amounts of both Elerium and Alloys from the dead bodies of some aliens like Heavy Floaters, Cyberdiscs, Sectopods and Drones though.<br />
* [[Meld (EU2012)|Meld]], which is a new resource introduced by the Enemy Within DLC, is the scarcest resource since you'll only be able to regularly capture it on Abductions and UFO missions, along with the dead bodies of some aliens. <br />
** Meld is only used on the [[Cybernetics Lab (EU2012)|Cybernetics]] or [[Genetics Lab (EU2012)|Genetics]] labs so its shortages won't be felt as bad as some of the other resources. <br />
** You'll usually only get enough Meld during a game either field 2 [[MEC Trooper (EU2012)|MEC Troopers]] with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]] or to give 3 or more [[Gene Mods (EU2012)|Gene Mods]] to all soldiers in your squad.<br />
* Assaulting the Alien Base will give you a ton of all resources from the mission salvage, which can be a real relief.<br />
* [[Fusion Core (EU2012)|Fusion Cores]] can only be recovered from alien [[Battleship (EU2012)|Battleships]] and they allow for [[Fusion Lance (EU2012)|Fusion Lance]] and [[Blaster Launcher (EU2012)|Blaster Launcher]] research. If you're looking to get those on the middle/late game, just ignore an UFO and wait for the Battleship to appear. You'll need to shoot it down (otherwise it might destroy a satellite) and assault it afterwards though.<br />
* Alien bodies are more easy to come by but you'll require a few of them at specific times, such as [[Muton Corpse (EU2012)|Muton Corpse]] for getting the critical Foundry [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project and others. Sell them but always keep an eye on retaining enough corpses for these essential projects.<br />
<br />
===Foundry's Bag of Tricks===<br />
At some point during the game you'll need to build the [[Foundry (EU2012)|Foundry]] in order to benefit for its projects. However, some are better than others, some are very specific and some will imply large amounts of resources to be constructed. <br />
<br />
'''Very Useful'''<br />
* '''Ammo Conservation''' - Get it ASAP. Having the double of ammunition for your soldiers can really make a difference, specially during the middle/late game, where the larger aliens will require several shots to be killed.<br />
* '''Improved Medikit''' - Boosts the Medikit's base healing power by 50% and also improves a MEC with Restorative Mist. Your troops will appreciate it. <br />
* '''Tactical Rigging''' (EW DLC) - Carrying two items allows for a lot more flexibility by bringing extra grenades, Medikits, S.C.O.P.E.s, armor, etc.<br />
* '''S.C.O.P.E. Upgrade''' - Even if you are only using S.C.O.P.E.s on your Snipers, get it for them. <br />
<br />
'''Useful'''<br />
* '''Stealth Satellites''' - Retaliation UFOs will only be generate if you completely ignore landed or flying UFOs, so it can be easy to prevent the retaliation by simply launching an interceptor or the Skyranger and aborting the mission as soon as it starts. However, on Classic/Impossible difficulties, you'll face Battleships sooner in those retaliation missions so this project may be handy, specially if you are playing with the Second Wave's Diminishing Returns option. <br />
* '''Improved Arc Thrower''' - Get it if you are planning for capturing aliens to get their weapons or Research Credits from interrogating them, otherwise don't bother with it.<br />
* '''Advanced Repair''' - Useful for S.H.I.V.s (if you are using them) but not worthwhile for aircraft. Since the game is set for a maximum of 2 regular UFO missions per month (and they usually happen in different continents) the increased repair time becomes irrelevant and a waste of resources.<br />
* '''Advanced Flight''' - Interesting for Archangel Armor and Hover S.H.I.V.s but it is very expensive to complete. Plus, if you only use Archangel on Squadsight Snipers then they really don't need the extra flight time if you place them correctly on the battlefield.<br />
* '''Improved Pistol I & III''' - Interesting if you use a lot of pistols, don't spend resources if you don't. <br />
* '''Alien Grenades''' - Useful if you are playing the Enemy Within DLC, otherwise don't bother.<br />
<br />
'''Don't Bother'''<br />
* '''Advanced Construction''' - If this become available at the beginning of the game it would be very useful but by the late game (when Sectopods usually appear) its only use (besides spending resources) is to rush the Gollop Chamber, but there's usually no need to do so.<br />
* '''Improved Pistol II''' - Currently bugged.<br />
* '''Drone Capture''' - Will depend a lot on the tactical situation to be useful and it is expensive.<br />
<br />
'''S.H.I.V. and MEC Projects'''<br />
* All projects related to these 2 units are very useful (and expensive) - if you're using them, plan on getting some or all. If you're not using S.H.I.V. or MECs don't bother with any of them.<br />
<br />
==Research==<br />
[[Image:Lab.jpg|right|300px]]<br />
Research is the key to victory since it allows you to keep up with the escalating tech levels of the aliens. The Research section also allows to apply Gene Mods for your soldiers, on the Enemy Within DLC. <br />
*For a description of all research projects and their requirements, as well as tech trees, see [[Research (EU2012)|Research]].<br />
*For details and tips about soldier genetic modifications, see [[Genetics Lab (EU2012)|Genetics Lab]] & [[Gene Mods (EU2012)|Gene Mods]].<br />
<br clear="all"> <br />
===Research Tips===<br />
[[File:Laboratory (EU2012).png|300px|right]]<br />
[[File:Research Credits 2 (EU2012).png|300px|right]]<br />
'''Research Paths'''<br />
* Initial research branches out in 3 main areas: Aliens ([[Xeno-Biology (EU2012)|Xeno-Biology]]), Weapons ([[Weapon Fragments (EU2012)|Weapon Fragments]]) or Armor ([[Alien Materials (EU2012)|Alien Materials]]). The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] also introduces the [[Meld (EU2012)|Meld]] path, which allows for cybernetic/genetics improvements for your soldiers.<br />
** The Aliens path leads into the [[Arc Thrower (EU2012)|Arc Thrower]] and [[Alien Containment (EU2012)|Alien Containment]], which are both required to start advancing down the [[Storyline (EU2012)|Storyline]].<br />
* During the middle game, two additional paths will be unlocked: UFO technology, which leads into the [[Firestorm (EU2012)|Firestorm]] advanced craft; and Psionics which lead into the final parts of the storyline by unlocking the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] and later the [[Psi Lab (EU2012)|Psi Lab]] and [[Gollop Chamber (EU2012)|Gollop Chamber]].<br />
'''Speeding Research'''<br />
* Consider refraining from building [[Laboratory (EU2012)|laboratories]], unless you're playing the EW DLC. They aren't really necessary even on higher difficulty settings since they don't provide additional scientists (you'll need to get them from rewards or by covering countries/continents with [[Satellite (EU2012)|satellites]]. <br />
*You can still complete research quickly by first researching Xeno-Biology and the Arc Thrower, building the Alien Containment and following up by completing all autopsies and interrogations.<br />
**Completing both projects and capturing and interrogating live aliens give [[Research (EU2012)#Research Credits|Research Credits]] which can cut the research time of some projects by 50%. As a bonus you'll also capture intact the alien's weapons, which can be used later by your soldiers after they're researched. <br />
**The South America continental bonus really shines when combined with captures/interrogations, since the research time for interrogations is immediate, allowing you for major research breakthroughs.<br />
**Later, the [[Muton Elite (EU2012)|Muton Elite]] and [[Ethereal (EU2012)|Ethereal]] interrogations give a 25% reduction in all weapons and all tech research and both stack together, so consider capturing both species during the Overseer mission. <br />
* It is possible to skip Laser research completely by capturing intact a [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] and researching it. Specially if you get the Research Credit of capturing and [[Interrogate Muton (EU2012)|interrogating]] a live Muton, which cuts research on all plasma weapons by 50%. <br />
** It is also possible to skip Light Plasma Rifle research and got for the better [[Plasma Rifle (EU2012)|Plasma Rifle]] if you capture one of those intact. <br />
* Besides the duration of some research, the biggest obstacle to research is the required [[Alien Artifacts (EU2012)|alien artifacts]] that are gathered slowly, specially [[Weapon Fragments (EU2012)|Weapon Fragments]]. Building laboratories only serves to drain these precious resources.<br />
* However, if getting gear for your troops is an urgency for your play style, 1 lab early on may be appreciable, especially if your [[Missions (EU2012)#Mission Rewards|mission rewards]] or satellite coverage don't gain you any scientists whatsoever.<br />
* If playing the EW DLC, labs will be more useful due to the longer research times in Classic and Impossible [[Difficulty (EU2012)|difficulties]]. They also help against [[EXALT (EU2012)|EXALT]]'s research hacks, which will slower your research.<br />
<br />
==Hangar==<br />
[[Image:Interception (EU2012).png|right|300px]]<br />
The Hangar concerns equipping and deploying [[Interceptor (EU2012)|Interceptors]]/[[Firestorm (EU2012)|Firestorms]] to engage and shoot down any [[UFOs (EU2012)|UFOs]] that appear on Earth's skies. For more details see the appropriate pages:<br />
* [[Hangar (EU2012)|Hangar]]<br />
* [[Air Combat (EU2012)|Air Combat]].<br />
<br clear="all"><br />
<br />
==Barracks==<br />
[[File:Soldier List (EU2012).png|300px|right]]<br />
The [[Barracks (EU2012)|Barracks]] is where you'll manage all essential aspects related to your [[soldiers (EU2012)|soldiers]], namely hiring, equipping and promoting them, as well as purchasing squad upgrades through the Officer Training School, psionically training soldiers, and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] assigning them medals. <br />
For more details see:<br />
* [[Soldiers (EU2012)|Soldiers]]<br />
* [[Classes (EU2012)|Classes]] & [[Class Builds (EU2012)|Class Builds]]<br />
* [[Weapons (EU2012)|Weapons]], [[Armor (EU2012)|Armor]] and [[Equipment (EU2012)|Equipment]]<br />
* [[OTS (EU2012)|Officer Training School]]<br />
* [[Psi Lab (EU2012)|Psi Lab]]<br />
* [[Medals (EU2012)|Medals]]<br />
===General Tips===<br />
* Rotate lower ranked soldiers to use as "cannon fodder" while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones. Don't bother hiring new soldiers unless they're needed.<br />
*This all changes after you purchase '''Iron Will''' and '''New Guy''' in the OTS. At this point, you should have enough credits to hire soldiers by the bundle, and sack the low Will ones. Your core team of high ranking officers are now your "cannon fodder" while you level up the new Squaddies. You may also consider Psi screening them before choosing which new recruits to keep and promote.'<br />
* Enlarging the pool of soldiers helps with dealing with possible "Code Black" scenarios, where all soldiers are lost during a mission. Such squad wipes are common to happen and it is possible to recover from them. <br />
* Getting the OTS is a major requirement since many upgrades will bring faster promotions and better stat gains, as well as enlarging the number of soldiers possible during a mission, increasing the possible slots for soldiers in training. <br />
* Getting a Sergeant is required to unlock '''Squad Size I''' (which you should get right away, as well as '''Squad Size II''' to increase your squad) and, on Classic/Impossible [[Difficulty (EU2012)|difficulty]] levels to allow construction of the OTS. A Sergeant also unlocks '''Wet Work''' which gives a 25% boost to experience points gained through killing, making it very useful for training. <br />
**It can be gained either through focusing on promoting a single soldier to that rank, usually a [[Sniper (EU2012)|Sniper]] with Squadsight since they're less likely to suffer injuries and they usually amass a lot of kills. <br />
**Alternatively, a Sergeant may also be gained as a reward from a successful Abduction/Council mission. <br />
* Usually the distribution of classes will not be balanced, although the [[Soldiers (EU2012)#Class Assignment|class assignment]] has been improved on the Enemy Within DLC. But you can also use rewards to make up with any shortfalls or to get immediately replacements for high rank officers lost during missions.<br />
* On the Enemy Within DLC, use medals to make up for any low Will stats of your soldiers. <br />
===Promotion Suggestions===<br />
[[File:AssaultA (EU2012).png|300px|right]]<br />
If you have no idea of what Abilities to choose during the first promotions, these are solid choices for the entire game:<br />
* [[Assault (EU2012)|Assault]] - '''Lightning Reflexes'''. Forces a miss on the first reaction shot fired at the unit. Can be used to trigger (and miss) alien [[Overwatch (EU2012)|Overwatch]] shots. This ability is essentially a life-saver for your soldiers when advancing against aliens on Overwatch, specially Sectopods. <br />
* [[Heavy (EU2012)|Heavy]] - '''HEAT Ammo'''. After you first encounter a Cyberdisc without this ability, you'll know why. It also applies to the Rocket/Blaster Launcher, and grenades, and the [[Volunteer (EU2012)|Volunteer]]'s '''Rift''' ability, besides the Heavy's primary weapon and you are almost sure to face Cyberdiscs/Sectopods on most UFO or Abduction/Terror missions.<br />
* [[Sniper (EU2012)|Sniper]] - '''Squad Sight'''. Snap Shot also has its uses but it requires Squad Sight to perform the classic 'Scout and Snipe' tactic of the original game, where your Sniper can just pick a spot where it covers the battlefield and drop any aliens seen by your squad. <br />
* [[Support (EU2012)|Support]] - '''Field Medic'''. Never go to a battle without a [[Medikit (EU2012)|Medikit]]. And never risk your only Medic getting killed or worse, critically wounded (and watch him/her die from the wound unless you are able to finish the fight first).<br />
* [[MEC Trooper (EU2012)|MEC Trooper]] - the first soldier augmented should be a Heavy due to its starting '''Body Shield''' ability or even an Assault with its '''Shock-Absorbent Armor''' ability. This because a MEC will be a bullet sponge and the more time you can keep it alive the better. Later, Sniper turned MECs are also very powerful but you'll need to convert them at Colonel levels to let their Aim stat to grow as much as possible before conversion. <br />
===Soldier Progression===<br />
'''Early Game'''<br />
* The initial missions can be used to reveal the [[Classes (EU2012)|class]] of the starting soldiers or to increase the experience points (XPs) of the survivors of the first mission to maximize their progression in the ranks, or both. <br />
**The first need is required if you want to start enlarging the pool of trained soldiers. But it disappears after the '''New Guy''' [[OTS (EU2012)|OTS]] perk is purchased, since the class of all existing or newly hired rookies is immediately revealed.<br />
**Choosing instead to favor promotions allows quickly to get critical [[Abilities (EU2012)|abilities]] like Squad Sight for Snipers and to unlock OTS upgrades. <br />
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the promotion XP [[Soldiers (EU2012)#XP Requirements|requirements]] have been increased, which favors the promotions first approach.<br />
<br />
'''Middle/Late Game'''<br />
* Later, the emphasis usually switches to building a pool of soldiers usually around 10-12 soldiers, with around 6 preferred [[Class Builds (EU2012)|class builds]], plus replacements for injuries and KIAs.<br />
* Another important issue is to replace soldiers with low Will stats since the original soldiers will be more likely to suffer [[Critical Wounds (EU2012)|critical wounds]] and not benefit from the '''Iron Will''' OTS upgrade. <br />
**If using the '''Not Created Equally''' Second Wave option, it may also be worthwhile to use it to hire large batches of Squaddies and only train the ones with the best stats. <br />
* A basic setup is to have 2-3 soldiers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, its also possible to have an alternative build for more specialized missions.<br />
* Always bringing at least 1 soldier for training during missions is very helpful, in order to develop further the pool of soldiers. <br />
**Some missions are better for bringing several low ranked soldiers, like Council [[The Council (EU2012)#Council Missions|missions]] after you've deployed [[Titan Armor (EU2012)|Titan Armor]], or even Abductions and/or Small Scout UFO missions. <br />
**Other missions, like Terror Sites, the Alien Base or large [[UFOs (EU2012)|UFOs]] can be more challenging for soldiers in training but also more rewarding since the trainee will have the possibility to earn more experience points through killing larger aliens.<br />
*After the [[Psi Lab (EU2012)|Psi Lab]] is built the emphasis changes to checking the pool for [[Psionic (EU2012)|Psionic]] soldiers and training them.<br />
<br />
==Mission Control==<br />
[[File:Mission Control 2 (EU2012).png|right|300px]]<br />
[[Mission Control (EU2012)|Mission Control]] is where you order the game's time to advance and watch as events unfold and [[Missions (EU2012)|missions]] are generated. As days and months go by you'll be presented with a choice of combat that will affect the overall situation, regardless of being chosen or ignored, or being a victory or a failure. Missions are also the major source of resources such as Weapon Fragments/Elerium/Alloys/Meld to be researched, sold or used at Engineering. <br />
<br />
Regardless of all your preparations, winning missions is the key of achieving victory over the alien forces. The whole tactical aspect will be deal in the separate page [[Tactics (EU2012)|Tactics]] due to its complexity. This section will deal exclusively with the strategic impact of missions throughout the game.<br />
<br />
For more specific details about this topic see:<br />
* [[Missions (EU2012)|Missions]] & [[The Council (EU2012)#Council Missions|Council Missions]]<br />
* [[Storyline (EU2012)|Storyline]] & [[Storyline Missions (EU2012)|Storyline Missions]] <br />
* [[UFOs (EU2012)|UFOs]] & [[Alien Deployment (EU2012)|Alien Deployment]]<br />
* [[EXALT (EU2012)|EXALT]] & [[Covert Operations (EU2012)|Covert Operations]]<br />
<br />
===Timeline Progression===<br />
The game is designed to introduce new enemy units (both [[Alien Life Forms (EU2012)|Aliens]] and [[EXALT (EU2012)|EXALT]]) and [[UFOs (EU2012)|UFOs]] at specific months, regardless of the [[Difficulty (EU2012)|difficulty]] level. The [[Missions (EU2012)#Mission Frequency|frequency]] of missions (Abductions, Terror Sites, UFOs and Council) is also scripted according to the current game month and the [[Storyline (EU2012)|Storyline]] progression. <br />
<br />
[[Second Wave (EU2012)|Second Wave]]'s '''Marathon''' option delays the introduction of new alien species and UFOs but retains the frequency of the missions. <br />
<br />
{| class="wikitable" width="100%" <br />
|+ Timeline (EW DLC)<br />
|- <br />
! width="5%" align="center" | Month <sup>1</sup><br />
! width="10%" align="center" | Missions<br />
! width="10%" align="center" | Alien/EXALT Units<br />
! width="10%" align="center" | UFOs<br />
! width="10%" align="center" | Alien/EXALT Units (Marathon)<br />
! width="10%" align="center" | UFOs (Marathon)<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| March || 1st Mission/Tutorial<br>2 [[Alien Abductions (EU2012)|Abduction]] Raids<br>2 UFOs <sup>2</sup><br>1st [[The Council (EU2012)#Council Missions|Council]]/[[Friends in Low Places (EU2012)|Friends in Low Places]]<br>2nd Council (EW DLC)|| [[Sectoid (EU2012)|Sectoid]]<br>[[Thin Man (EU2012)|Thin Man]] (1st Council)<br>[[Outsider (EU2012)|Outsider]] (1st UFO) || [[Small Scout (EU2012)|Small Scout]] (Flying) || Sectoid<br>Thin Man (1st Council)<br>Outsider (1st UFO) || Small Scout (Flying)<br />
|- align="center" <br />
| April || 2 Abduction Raids<br>2 UFOs <sup>2</sup><br>1 [[Alien Terror (EU2012)|Terror Site]]<br>[[Portent (EU2012)|Portent]] (EW DLC)<br>Friends in Low Places (EW DLC)<br>[[Confounding Light (EU2012)|Confounding Light]]<br>[[Gangplank (EU2012)|Gangplank]] || [[Floater (EU2012)|Floater]]<br>[[Seeker (EU2012)|Seeker]] <small>(EW DLC)</small><br>[[Chryssalid (EU2012)|Chryssalid]] (Terror Site) || Small Scout (Landed)<br>[[Large Scout (EU2012)|Large Scout]] (Flying) || Floater<br>Seeker <small>(EW DLC)</small><br>Chryssalid (Terror Site) || Small Scout (Landed)<br>Large Scout (Flying)<br />
|- align="center" <br />
| May || 2 Abduction Raids<br>2 UFOs <sup>2</sup><br>Site Recon (EW DLC)<br>Confounding Light (EW DLC)<br>Gangplank (EW DLC)<br>1st Covert Ops (EW DLC)|| [[Muton (EU2012)|Muton]] (with LPRs)<br>[[EXALT Units (EU2012)|EXALT Conventional]] <small>(EW DLC)</small>|| Large Scout (Landed)<br>[[Abductor (EU2012)|Abductor]] (Flying) || || <br />
|- align="center" <br />
| June || 2 Abduction Raids<br>1 UFO<br>1 Terror Site|| Muton (with Plasma Rifles)<br>[[Cyberdisc (EU2012)|Cyberdisc]]/[[Drone (EU2012)|Drone]]<br>[[Mechtoid (EU2012)|Mechtoid]]/Sectoid <small>(EW DLC)</small>|| || Muton (with LPRs)<br>EXALT <small>(EW DLC)</small>|| Large Scout (Landed)<br>Abductor (Flying)<br />
|- align="center" <br />
| July || Check <sup>3</sup> || [[Berserker (EU2012)|Berserker]]<br>Mechtoid/[[Sectoid Commander (EU2012)|Sectoid Commander]] <small>(EW DLC)</small><br>[[EXALT Units (EU2012)|EXALT Elite]] <small>(EW DLC)</small> || Abductor (Landed)|| || <br />
|- align="center" <br />
| August || || [[Heavy Floater (EU2012)|Heavy Floater]] || [[Supply Barge (EU2012)|Supply Barge]] (Flying) || Muton (with Plasma Rifles)<br>Cyberdisc/Drone<br>Mechtoid/Sectoid <small>(EW DLC)</small>|| <br />
|- align="center" <br />
| September || || [[Sectopod (EU2012)|Sectopod]]<br>[[Muton Elite (EU2012)|Muton Elite]] || Supply Barge (Landed) || || <br />
|- align="center" <br />
| October || || || [[Battleship (EU2012)|Battleship]] (Flying) <sup>4</sup>|| Berserker<br>Mechtoid/Sectoid Commander <small>(EW DLC)</small><br>EXALT Elite <small>(EW DLC)</small> || Abductor (Landed)<br />
|- align="center" <br />
| December || || || || Heavy Floater || Supply Barge (Flying) <br />
|- align="center" <br />
| February || || || || Sectopod<br>Muton Elite|| Supply Barge (Landed) <br />
|- align="center" <br />
| April || || || || || Battleship (Flying) <sup>4</sup><br />
|- <br />
| colspan="6" |<sup>1</sup> On Second Wave's '''Marathon''' the formula for the months is defined on XComStrategyGame.upk as the following: iMonth = (iMonth + 1) / 2, rounded down, with the iMonth value for March 2015 being 0. These values are still being checked with actual game results.<br><sup>2</sup> 2nd UFO has a 50% of being generated.<br><sup>3</sup> After June there will always be 2 Abductions (unless all countries are covered with satellites) and 1 UFO each month and 1 Terror Site every 2 months. When the Alien Base is assaulted, the number of Abduction Raids depend on the countries still without satellites and there will be 2 UFOs (2nd one has a 50% of being generated) and 1 Terror Site each month.<br><sup>4</sup> Before September, the [[Battleship (EU2012)|Battleship]] can appear if you've fail to bring down or ignored a previous UFO on a Scouting mission. In September/April the Battleship is added to the pool of available UFOs for Flying missions.<br />
|}<br />
====Mission Frequency====<br />
[[File:Launch Mission 2 (EU2012).png|300px|right]]<br />
* [[Alien Abductions (EU2012)|Abductions]] - 2 rounds possible each month, if there are 5 or more countries without satellites.<br />
** Each round of abductions require a minimum of 2 countries to happen, with a maximum of 3 on each round of abductions. Once a country is targeted for abductions it won't be targeted again on the same month. <br />
** After the Alien Base [[Storyline Missions (EU2012)#Alien Base Assault|assault]], Abductions can still happen if there's 2 or more Council countries without satellites. If there are still 6 countries without sats it is possible for the game to randomly choose a 2nd round of Abductions. <br />
* [[Alien Terror (EU2012)|Terror]] Missions - every 2 months<br />
** Assaulting the base changes it to a Terror Site each month. <br />
* [[Crashed UFO (EU2012)|Flying]]/[[Landed UFO (EU2012)|Landed]] UFOs - 2 possible each month<br />
** If the Alien Base isn't assaulted, the frequency of [[UFOs (EU2012)|UFO]] appearances is reduced to a single alien craft each month in June and afterwards. However, if the 2nd round of Abductions hasn't been added due a lack of available countries, the game will automatically add a 2nd UFO. <br />
** After the alien base is assaulted, it is possible (50% chance) to get a 2nd UFO every month. <br />
* Council [[The Council (EU2012)#Council Missions|missions]] - 1 monthly mission between the 15th and 27th (unless the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] is activated).<br />
**If Slingshot is activated, [[Friends in Low Places (EU2012)|Friends in Low Places]] is the first Council mission, followed by [[Confounding Light (EU2012)|Confounding Light]] and [[Gangplank (EU2012)|Gangplank]]. The 3 missions can be postponed indefinitely by ignoring them since they will keep reappearing until you've taken them. <br />
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], between 0 or 1 monthly Council missions possible. <br />
*** The Slingshot campaign or Progeny's [[Portent (EU2012)|Portent]] missions complement the regular Council missions, if they're activated. It is possible to have a Council mission and another from either campaign on the same month. <br />
*** If both are activated, Portent takes place before Friends In Low Places.<br />
*** It isn't possible to ignore any of Slingshot or Progeny missions on the Enemy Within DLC. Once ignored the mission will never return and the campaign will be aborted.<br />
** [[Site Recon (EU2012)|Site Recon]] will be the 1st Council mission generated after the 1st Terror Site. Afterwards it joins the pool of possible missions. <br />
* [[Base Defense (EU2012)|Base Defense]] - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)<br />
* Progeny campaign [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] missions - after Base Defense. <br />
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<br />
===Storyline Progression===<br />
====Alien Base Assault====<br />
[[File:Alien Base Discovered (EU2012).png|300px|right]]<br />
The [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base Assault]] is the most decisive [[Storyline (EU2012)|Storyline]] moment affecting the overall strategy, due to its effect on the game:<br />
* If successful, it will give a worldwide panic reduction, a big chunk of loot for sale at the [[Grey Market (EU2012)|Grey Market]] and a boost of your squad's experience, all of which can help the overall situation in the early game.<br />
* However, after the Alien Base all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have [[Sectoid Commander (EU2012)|Sectoid Commanders]] instead of [[Outsider (EU2012)|Outsiders]] as their commanders, making it harder to assault UFOs and recover alien artifacts. <br />
* The longer you wait, the better equipped XCOM will be for the mission but the base alien garrison will also deploy the latest alien species. Since [[Alien Deployment (EU2012)]] percentage chances tick over when the month changes, it gives an incentive to wait until late in a month to assault the base, when you will have better gear/research/soldiers/gene mods etc., but won't have to face the next month's higher odds of more difficult aliens.<br />
* Researching the artifacts found there will unlock [[Ghost Armor (EU2012)|Ghost Armor]] and [[Psionic (EU2012)|psionics]].<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission will take place 2-3 weeks after the Alien Base assault, where you'll face a massive horde of the most advanced aliens in defending HQ or lose the game. <br />
* After the assault, Terror missions will happen each month, instead of only in the even months.<br />
* Consider bringing an [[Arc Thrower (EU2012)]] or Improved A.T. to attempt to capture the commander.<br />
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<br />
====Overseer UFO====<br />
[[File:Overseer Deep Woods 2 (EU2012).png|right|300px]]<br />
* Building the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] triggers the appearance of the [[Overseer (EU2012)|Overseer]] UFO, over any continent that has satellites deployed. Check [[Air Combat (EU2012)|Air Combat]] for the requirements to shoot down the Overseer. <br />
* The [[Ethereal (EU2012)|Ethereal]] will first appear while assaulting the [[Storyline Missions (EU2012)#Crashed Overseer UFO|crashed]] Overseer UFO, but on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] it can appear before, during the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission, depending how long it took you to assault the Alien Base.<br />
* The Overseer assault will also see the first appearance of [[Sectopod (EU2012)|Sectopods]], if they haven't appeared on regular missions before.<br />
* After the Overseer mission all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have Ethereals (with [[Muton Elite (EU2012)|Muton Elites]] as escorts) instead of Sectoid Commanders as their commanders, making it harder to assault UFOs and recover alien artifacts.<br />
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<br />
====Temple Ship Assault====<br />
[[File:TempleShip2 (EU2012).png|300px|right|Temple Ship]]<br />
* Once you've retrieved and researched the [[Psi Link (EU2012)|Ethereal Device]] from the Assault the Overseer mission, built the [[Gollop Chamber (EU2012)|Gollop Chamber]] and equipped a [[Psionic (EU2012)|Psionic]] soldier with [[Psi Armor (EU2012)|Psi Armor]] you'll be given the chance of taking the [[Storyline Missions (EU2012)#Temple Ship Assault|last mission]]. <br />
**Remember that you'll need to finish the Gollop chamber first then re-equip the Psionic soldier with the Psi armor, otherwise you'll get the message that there's no soldier capable of using the Ethereal Device.<br />
* The soldier that used the Device will be turned into the [[Volunteer (EU2012)|Volunteer]] and will possess a special Psionic ability called '''Rift'''. Any Psionic soldier can be the Volunteer, regardless of its current psi rank - he/she will be promoted to the top psi rank after using the Device and you'll be able to choose between psionic abilities like in a normal promotion. <br />
* After you've used the Device all of your research projects will be frozen and you won't be able to conduct any more missions to retrieve alien artifacts or get promotions for your soldiers. You'll still be able to build items on Engineering though. <br />
* If you'll complete this mission you'll have won the game (but you can repeat it if you lose it). Congratulations :) <br />
* Now try playing the game again at a higher [[Difficulty (EU2012)|difficulty]] level. <br />
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<br />
=== Mission Choices ===<br />
You will be considering several things when deciding on which mission to choose or ignore, specially regarding [[Alien Abductions (EU2012)|Abductions]]. However your considerations should come in these orders:<br />
<br />
====Panic Levels====<br />
[[File:Panic Levels 2 (EU2012).png|right|300px]]<br />
[[File:Brazil Leaves (EU2012).png|right|300px]]<br />
* Your choice differs vastly depending on difficulty level and mission type. For example, on easier difficulty settings, ignoring some missions can lead to increased [[Panic (EU2012)|panic]] for one country. In comparison, this could lead to increased panic in the whole continent on higher difficulty settings or in some specific Council missions. Thus, consider panic level on the whole rather than individual countries. In some cases, continents with more countries should be taken care of first.<br />
* In [[Alien Abductions (EU2012)|Abductions]], if you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on Classic ignoring China and Japan will raise panic in those countries by 2 and in other Asian countries by 1. It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).<br />
* [[Alien Terror (EU2012)|Terror Sites]] will always cause the country to leave XCOM if the mission is ignored or a failure, so keep that in mind. <br />
* Regarding UFOs, you should always [[Air Combat (EU2012)|launch]] an Interceptor if they're detected flying, even if to abort the engagement before any shots are fired. Any ignored UFOs (flying or landed) increase panic over the country by 2 points and will cause a 2nd UFO to appear and try to shoot down the satellite, while escaped UFOs will only increase panic by 1 point and no retaliation UFO will be generated. Crashed UFOs remove panic by 1 point and can be ignored afterwards with no panic increase. <br />
* Council missions [[The Council (EU2012)#Council Mission Rewards|depend]] on the specific mission. Some will raise panic only in the country, others in the whole continent, and a few will not raise any panic at all. The same applies for panic reduction from these missions.<br />
* Successfully assaulting the Alien Base will give a worldwide reduction of panic by either 1 or 2 points, depending in the difficulty level, which gives it a major strategic effect. <br />
* On the Enemy Within DLC, anti-[[EXALT (EU2012)|EXALT]] missions (a.k.a. [[Covert Operations (EU2012)|Covert Operations]]) will always reduce panic by one point, if successful. If ignored, the cell will hide and redeploy itself to perform further anti-XCOM missions, which can raise panic. Assaulting the [[EXALT Base Raid (EU2012)|EXALT Base]] will also give a worldwide panic reduction.<br />
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<br />
====Difficulty====<br />
[[File:TerrorAttack2.png|right|300px]]<br />
* Missions at the beginning of each month are the most dangerous since usually new aliens will be [[Alien Deployment (EU2012)#Species Deployment|introduced]], as described on the previous table. <br />
* [[The Council (EU2012)#Council Missions|Council]] and EXALT missions can be some of the hardest during the early months, specially the Bomb Disposal ones. However, after you start upgrading to Lasers/Carapace and get the Squad Size upgrades, they'll be more easy and ideal to train rookies. <br />
* Terror Sites and Large UFOs will always contain the biggest (and more dangerous) aliens such as Cyberdiscs, Berserkers and Sectopods so keep an eye for those. <br />
* The [[Slingshot DLC (EU2012)|Slingshot]] and [[Progeny (EU2012)|Progeny]] campaigns can be very brutal when first played but after you've [[Map Tables (EU2012)|learned]] the locations of the scripted appearances of aliens their difficulty is reduced. <br />
* Abductions depend a lot on the [[Maps (EU2012)|map]]. Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover. However, you won't know which map you'll get until the Skyranger lands and it's too late to change anything. <br />
* Abductions will also be rated by their difficulty level, which is dependent on the number of aliens present during the mission. <br />
* [[Storyline Missions (EU2012)|Storyline missions]] are usually the hardest ones of the entire game.<br />
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====Rewards/Salvage====<br />
[[File:Salvage (EU2012).png|right|300px]]<br />
* Depending on the difficulty level and if playing the Enemy Within DLC, all choices can be important when deciding which country to help during [[Alien Abductions (EU2012)|Abductions]]. <br />
** In order to have full satellite coverage, credits and engineers should be your preference. If full coverage isn't important, you will probably prefer engineers until you no longer need more for buildings or tech. <br />
** Soldiers can be critical to unlock the [[OTS (EU2012)|OTS]] or replace KIAs. <br />
** Scientists can be useful to speed up research.<br />
* [[UFOs (EU2012)|UFO]] missions allow you the chance to recover big amounts of alien artifacts, which are required to research and build all of the advanced projects. Intact craft will give more resources, but they'll also have more aliens. <br />
* Council mission [[The Council (EU2012)#Council Mission Rewards|rewards]] depend on the specific mission. Overall, the rewards are always useful but you can't count on getting what you specifically need at the moment. Some Council missions can also be very hazardous, specially in the early game. <br />
* The loot from the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission can be critical if you're running low on alien salvage. <br />
* Slingshot and Progeny will provide major rewards if the missions on their campaigns are completed.<br />
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<br />
==Game Progression==<br />
As the game's timeline advances, certain decisions will be required in order to be able to achieve your goals. This is a summary of the major decisions that need to be taken at certain periods of the game, according to your overall strategy. <br />
===Early Game (March - May)===<br />
During the first months there are several needs that need to be addressed: <br />
# Keeping [[Panic (EU2012)|panic]] under control.<br />
# Building up your [[Squad (EU2012)|squad]] to win key missions. <br />
# Advancing your [[Research (EU2012)|research]] to avoid being outgunned by the alien's escalating tech levels. <br />
# Securing credits and personnel to build key items and facilities. <br />
<br />
Later, after you've kept panic in control, the focus turns towards progressing through the [[Storyline (EU2012)|Storyline]]. Most strategies deal mainly with the first months, since those are largely considered to be the most decisive of the game.<br />
<br />
This period has several key events initially taking place:<br />
* The starting mission, either the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] or an Abduction mission.<br />
** Maps with better cover and elevations are usually easier than more open maps. <br />
* The 2nd [[Alien Abductions (EU2012)|Abduction]] mission.<br />
** On the Classic and Impossible difficulties, this mission is usually harder than the 1st mission, due to larger number of aliens. <br />
* The [[Small Scout (EU2012)|Small Scout]] on the 1st UFO mission. <br />
** If it is deliberately ignored a [[Large Scout (EU2012)|Large Scout]] will appear afterwards with a Destroy Satellite mission but, if shot down it will bring more [[Alien Artifacts (EU2012)|salvage]] than the Small Scout. <br />
* The 1st Council [[The Council (EU2012)#Council Missions|mission]].<br />
** The entry of [[Thin Man (EU2012)|Thin Men]] with their exceptional mobility, aim and poisonous attack. <br />
** Bomb Disposal missions can be literally impossible to win and dependent on extreme luck.<br />
** If activated, the first missions of the [[Progeny (EU2012)|Progeny]] and [[Slingshot DLC (EU2012)|Slingshot]] campaigns take place instead. <br />
* The 1st [[ (EU2012)| ]]Terror mission (April).<br />
** [[Chryssalid (EU2012)|Chryssalids]] and Zombies will appear for the 1st time. <br />
* The appearance of [[Muton (EU2012)|Mutons]] (with Light Plasma Rifles) and [[EXALT (EU2012)|EXALT]] in May.<br />
* The flyover of the 1st [[Abductor (EU2012)|Abductor]] in May.<br />
<br />
There are at least 4 main strategies to reach the game's objectives while navigating through the early months: Satellite Rush, Alien Base Rush, Panic Control and Satellite Crawl. Check below for details on them. <br />
<br />
===Mid Game (June - August)===<br />
After surviving the initial months and with panic under control, the choices of the mid game are usually to attack the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] (if it hasn't been done before) and shoot down and [[Storyline Missions (EU2012)#Crashed Overseer UFO|assault]] the Overseer UFO and capture the [[Psi Link (EU2012)|Ethereal Device]] during this period. <br />
<br />
The main factor that determines the speed of the mid game are Research times for advanced weapons and armor and/or and having enough credits, Weapon Fragments, Alien Alloys, Elerium or Meld to build whatever is required in Engineering.<br />
The regular highlights of this period are: <br />
* The large appearances of Mutons (with Plasma Rifles) and [[Cyberdisc (EU2012)|Cyberdiscs]] in June.<br />
* The first appearance of [[Berserker (EU2012)|Berserkers]] in July, on all types of missions except Council ones. EXALT Elites will also appear during this period. <br />
* The first appearance of [[Heavy Floater (EU2012)|Heavy Floaters]] in August.<br />
* The Abductor and [[Supply Barge (EU2012)|Supply Barge]] UFOs appearing regularly, with Landed Abductors in June and Supply Barges in the months afterwards.<br />
<br />
The main points to look for are:<br />
* To keep an eye on the Doom Tracker and prevent an accidental loss of a country (and possibly the game) through a failed Terror Site or a [[Battleship (EU2012)|Battleship]] shooting down a satellite. <br />
* To develop plasma weapons and armor (Titan onwards) to deal with the more armored alien units that start appearing.<br />
* To complete the necessary [[Foundry (EU2012)|Foundry]] and [[OTS (EU2012)|OTS]] projects. <br />
* To develop and deploy Plasma Cannons and the [[Firestorm (EU2012)|Firestorm]] to shoot down the larger UFOs.<br />
* To secure enough alien resources (Alloys, Elerium, etc.) to build/research all of the previous.<br />
* Usually, this is a stage where a player may want to build Workshops and Laboratories to help on the way.<br />
<br />
===Late Game (September onwards)===<br />
The main objectives are still those of the previous game stage, with the addition of conducting the final mission ([[Storyline Missions (EU2012)#Temple Ship Assault|Temple Ship Assault]]). The duration of this period will depend on the player's choice on how much further it wants to keep playing before taking the Storyline missions. It is possible to choose not to build the Alien Containment and capture the 1st alien or assault the Alien Base until September or even later. <br />
<br />
The main changes are the introduction of [[Sectopod (EU2012)|Sectopods]], [[Muton Elite (EU2012)|Muton Elites]] and Battleships in September. It is also common for the [[EXALT Base Raid (EU2012)|EXALT Base Raid]] to take place in September due to the number of clues required to detect the country that is harboring their HQ.<br />
<br />
==Specific Strategies==<br />
===Satellite Rush===<br />
Satellite Rush deals with panic by aiming to build a 2nd Satellite Uplink on March, along with 4 satellites, and later to construct at least 1 more Uplink on April, in order to get 8 countries covered by satellites and strongly reduce the possibility of them leaving the Council. Later, the player may choose to get a 4th Uplink to cover 4 more nations with satellites or control panic through other means. <br />
<br />
Since panic control will be achieved through satellite deployment, the criteria to choose between Abduction missions is usually to go for engineers (to reduce satellite construction costs) or credits (to pay for satellites and Interceptors to defend them, Workshops and Uplinks). This strategy can work better with a North America or Africa start. North America reduces interceptor cost and Africa increases further the income received from satellite deployment. <br />
<br />
More details: [[Satellite Rush (EU2012)|Satellite Rush Strategy]]<br />
<br />
===Alien Base Rush===<br />
With this strategy the focus is on research to assault the Alien Base on April for the worldwide panic reduction that takes place afterwards. The main milestones to achieve this are:<br />
* The building of the Alien Containment facility and the Arc Thrower to capture the 1st alien and the Outsider<br />
* Getting 10 extra engineers (for a total of 15) in order to be able to build the [[Skeleton Key (EU2012)|Skeleton Key]] to unlock the Alien Base Assault. <br />
* Optional research includes developing Laser weapons and Carapace armor to help during the assault, as well as OTS and Foundry updates. <br />
<br />
The choice between Abduction rewards is to go either for engineers (to reach the minimum to build the Skeleton Key) or scientists (to speed up key research). A South America start is usually the best one since the We Have Ways bonus (immediate interrogations/autopsies) and early construction of the Alien Containment + Arc Thrower allows you to quickly complete key research steps. Other possible continents are Europe, to build Laboratories/Workshops in order to speed research or get the required engineers, or Asia to pay for the OTS/Foundry upgrades to equip the squad for the base assault.<br />
<br />
More details: [http://forums.2k.com/showthread.php?243756-April-Base-Rush-A-Guide original post at 2K forums]<br />
<br />
===Panic Control===<br />
This strategy can either be used from the start or as back up plan in case something went wrong with the 2 previous strategies. During the first 2/3 months the main steps to control panic are:<br />
* To choose the Abduction missions according to the country/continent panic situation and not the rewards.<br />
* Disregard the continental bonuses when launching satellites in order to prevent countries with a level 5 panic from leaving.<br />
<br />
With this strategy, at the beginning of May you'll have 5/6 countries that left the Council and usually it will be required at that point that you build additional Uplinks or to assault the Alien Base to prevent losing the game due to more defections. The risk with this strategy is that to lose a single Abductions or Terror Site can have catastrophic effects, so you need to keep a decent squad prepared for all missions. <br />
<br />
Due to the limited choice on Abduction rewards, the emphasis should be to maximize the use of what is given: scientists speed up research, engineers lower build costs and certain numbers are required to build some items, soldiers can unlock OTS upgrades be replacements for casualties, and credits are most welcome since you won't be receiving much of those through funding. This strategy can be applied from all continents, but Asia is usually the best since it reduces the cost of squad upgrades.<br />
<br />
More details: Flexible Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?245286-Flexible-Strategy-for-Impossible-Ironman original post at 2K Forums]<br />
<br />
===Satellite Crawl===<br />
* Slow Sat Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?185971-The-Slow-Sat-Strat-Maximizing-Your-Chances-in-Impossible-Ironman original post at the 2K forums]<br />
* Satellite Crawl (Impossible/Ironman) - [http://forums.2k.com/showthread.php?406751-Satellite-Crawl-An-Alternative-I-I-Strategy original post at the 2K forums]<br />
<br />
===Other Specialized Strategies===<br />
* Uber Squad (Impossible) - [http://forums.2k.com/showthread.php?259376-Impossible-Uber-Squad-Strategy original post at 2K forums]<br />
* All 16 Countries Up (Impossible/Ironman) - [http://forums.2k.com/showthread.php?167711-Finally-Got-All-16-Countries-Up-on-Impossible-Ironman-5-Months-In-Tips original post at the 2K forums]<br />
<br />
=== Articles===<br />
* Why South America Still Sucks - [[http://forums.2k.com/showthread.php?393816-Why-South-America-Still-Sucks-A-Thesis&highlight=strategy original post at the 2K forums]]<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Guides (EU2012)]]<br />
[[Category:Strategy Guide (EU2012)]]<br />
<br />
==See Also==<br />
* [[Building Optimization]]<br />
* [[Economy]]<br />
* [[Panic (EU2012)|Panic]]<br />
* [[Air Combat (EU2012)|Air Combat]]<br />
* [[Storyline Missions (EU2012)|Storyline Missions]]<br />
* [[Satellite Rush (EU2012)|Satellite Rush Strategy]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Strategy_(EU2012)&diff=111469Strategy (EU2012)2022-08-30T18:11:58Z<p>Oathed: /* Alien Base Assault */ strategery</p>
<hr />
<div>==General Factors==<br />
===The Aliens===<br />
[[File:Last Stand (EU2012).png|right|300px]]<br />
The Aliens are the main foe in XCOM: Enemy Unknown, consisting of several [[Alien Life Forms (EU2012)|species]] united under a specific [[Alien Objectives (EU2012)|agenda]] that will conduct hostile missions regarding Earth and humanity. The aliens will deploy their ground forces using Unidentified Flying Objects ([[UFOs (EU2012)|UFOs]]), which can be detected and shot down by [[XCOM (EU2012)|XCOM]]. <br />
<br />
The most important aspects regarding the aliens are:<br />
* Escalation - every month the aliens will introduce [[Overviews of Aliens (EU2012)|better armed]] species and UFOs, increasing their deadliness. <br />
* Retaliation - They will strike back against XCOM by attacking your [[Satellite (EU2012)|satellites]] if their UFOs are ignored and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] they will [[XCOM Base Defense (EU2012)|assault]] XCOM's HQ if their base on Earth is destroyed by your forces. <br />
* Determination - they will keep conducting their missions and terrorizing Earth until the [[The Council (EU2012)|Council]] that supports XCOM is disbanded and they complete their objectives. <br />
<br />
As you progress through the game you'll encounter new aliens and discover more about their horrific intentions, as you conduct interrogations and autopsies and research their advanced [[Alien Artifacts (EU2012)|technology]]. As XCOM Commander it is your mission to stop their actions and use the knowledge gained through [[Research (EU2012)|research]] stop the alien invasion of Earth.<br />
<br />
The aliens species can be assigned to 3 roles: Commanders, Soldiers and Secondaries. <br />
* Commanders only appear on UFOs and Storyline missions. <br />
* Soldiers are general use troops deployed to any type of mission and holding plasma firearms. <br />
* Secondaries are usually heavier alien units with specialized roles such as melee or robotic units with a more restricted appearance. <br />
<br />
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<br />
===XCOM Goals===<br />
In order to win the game, XCOM commanders will have to achieve two goals:<br />
[[File:ShadowSpeeker.png|right|300px]]<br />
'''Prevent 8 or more countries from leaving the Council'''<br />
* The game will continue endlessly as long as you have 9 countries still in [[The Council (EU2012)|Council]]. You can keep playing until [[Background_(TFTD)|2039]] or [[Background (Apocalypse)|2084]] if you wish to do so, as long as you don't complete (or fail) some of the [[Storyline Missions (EU2012)|key missions]] (see below).<br />
* Unlike the original game, you can't lose from repeatedly getting a negative grade on the Council's monthly report or running out of funds. However, if those situations keep happening then most likely you'll lose since [[Panic (EU2012)|panic]] will spiral out of control and make countries leave the Council. <br />
* The higher the [[Difficulty (EU2012)|difficulty]] level, the harder it will be to control panic.<br />
* Keep in mind that retaining at least 9 countries in the Council doesn't necessary imply covering them all with satellites, although you'll want to expand your satellite network as much as possible due to the benefits it will provide.<br />
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[[File: Game Objective (EU2012).png|300px|right]]<br />
'''Complete the Game Objectives'''<br />
* To achieve the game objectives you'll have to fulfill a number of subobjectives in sequence. For more details see [[Storyline (EU2012)#Game Objectives|Game Objectives]]. <br />
* Theoretically, you'll only need to complete 5/6 key Storyline [[Storyline Missions (EU2012)|missions]] to win the game: the 1st mission (either the Tutorial or a regular Abduction), capturing the 1st alien and an [[Outsider (EU2012)|Outsider]] alien, Alien Base Assault, XCOM Base Defense (on the Enemy Within DLC), Assault the Overseer UFO and Temple Ship Assault.<br />
* If you fail to finish the 1st mission, Alien Base, Base Defense and Temple Ship you'll be given the opportunity of replaying the mission or losing the game. <br />
* With the exception of the 1st mission (and to some extent, the XCOM Base Defense), you can delay those missions as much as you want. However, as months pass the [[Aliens (EU2012)|aliens]] will deploy more capable units, which can increase, or not, their difficulty, depending on how far you've progressed on your own weapons/armor [[Research (EU2012)|research]]. <br />
* Besides the progression in the timeline, the difficulty levels will also have an effect on the [[Alien Deployment (EU2012)|number and type]] of the aliens present during [[Missions (EU2012)|missions]] and their individual [[Alien Stats (EU2012)|stats]].<br />
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<br />
===Difficulty Levels & DLCs===<br />
The Difficulty levels can have a major influence on the type of strategy chosen because of the specific changes they introduce. For details on their influence over funding, alien stats, etc., see [[Difficulty (EU2012)|Difficulty]]. For specific information about how difficulty levels change the number of aliens during missions, check [[Alien Deployment (EU2012)|Alien Deployment]].<br />
<br />
The difficulty will be further increased if playing with [[Difficulty (EU2012)#Ironman|Ironman]], since it makes it impossible to reload a saved game to and fix a mistake such as satellites not being ready on time for launch at the end of the month.<br />
<br />
The [[Second Wave (EU2012)|Second Wave]] or the Slingshot and [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] DLCs also can bring changes to the game, as described below.<br />
<br />
====Second Wave====<br />
[[File:Second Wave EW (EU2012).png|right|300px]]<br />
'''Strategic Layer Changes''' <br />
* '''New Economy''' - randomizes the funding given by each country. The starting credits may be completely different from the regular values. <br />
* '''Marathon''' - everything takes longer to complete (research, manufacturing, etc) and appearances of new alien species will also be pushed forward.<br />
* '''Results Driven''' - funding is reduced by the country's current [[Panic (EU2012)|panic]] level.<br />
* '''High Stakes''' - scientist/engineer rewards from [[Missions (EU2012)#Abductions|Abduction]] missions are randomized, can make impossible some strategies that depend on these rewards. <br />
* '''Diminishing Returns''' - massive cost increases for satellites. <br />
* '''War Weariness''' - funding trickles down to 0 over time.<br />
* '''E-115''' - can lead to [[Elerium (EU2012)|Elerium]] shortages for building projects.<br />
* '''Alternate Sources''' - [[Base Facilities (EU2012)|base facilities]] cost more power, meaning less space and more building costs. <br />
* '''Not Created Equally''', '''Hidden Potential''' and '''Training Roulette''' - randomize soldier's stats, their progression when promoted and their abilities. Can be used to create super soldiers, or severely limit them. <br />
* '''The Greater Good''', '''More Than Human''' and '''Mind Hates Matter''' - restrict use of [[Psionic (EU2012)|Psionics]]. <br />
* '''Total Loss''' - causes KIA [[Soldiers (EU2012)|soldiers]] to lose all their equipment, forcing you to spend resources to replace it.<br />
* '''Save Scum''' - actually helps more since it can be used to ensure that shots hit their targets. Can also be used to randomize results of air combat dogfights and the appearance of several events/missions.<br />
<br />
'''Tactical Layer Changes'''<br />
* '''Damage Roulette''' - dramatically increases shot randomness.<br />
* '''Not Created Equally''', '''Hidden Potential''' and '''Training Roulette''' - randomize soldier's stats, their progression when promoted and their abilities. Can be used to create super soldiers, or severely limit them. <br />
* '''The Greater Good''', '''More Than Human''' and '''Mind Hates Matter''' - restrict use of [[Psionic (EU2012)|Psionics]]. <br />
* '''Absolutely Critical''' and '''Aiming Angles''' - make flanking shots more deadly and accurate. Can work either for or against you during a battle. <br />
* '''Red Fog''' and '''Total Loss''' - increases the penalties for having injured or KIA [[Soldiers (EU2012)|soldiers]].<br />
* '''Itchy Trigger Tentacle''' - non-cover aliens become more deadly. When facing [[Sectopod (EU2012)|Sectopods]]/[[Cyberdisc (EU2012)|Cyberdiscs]] this can lead into very nasty encounters when you activate them. <br />
** '''Save Scum''' - can actually help since it can be used to ensure that shots hit their targets. <br />
<br />
====Enemy Within DLC====<br />
[[Image:XCOM Enemy Within Poster.png|right|300px]]<br />
* A new resource called [[Meld (EU2012)|Meld]] is introduced, allowing to perform cybernetic and genetic modifications for your soldiers.<br />
* [[Research (EU2012)|research]] time is increased on the Classic/Impossible difficulties by 40% and 70%, respectively. <br />
* The plasma weapons building costs are also increased on average by 50% of their previous cost.<br />
* A new foe, [[EXALT (EU2012)|EXALT]] is added, which can be an hassle to XCOM. <br />
* Also adds the [[XCOM Base Defense (EU2012)|Base Defense]] mission. <br />
<br clear="all"><br />
====Slingshot & Progeny====<br />
[[File:Zhang_Cutscene.png|300px|right]]<br />
There are also two optional [[DLC (EU2012)|DLC]] campaigns available as Council [[The Council (EU2012)#Council Missions|missions]]. If the 3 missions of each are completed successfully they give access to advanced resources, making the game easier. Completing some of their missions can be challenging though. <br />
* [[Slingshot DLC (EU2012)|Slingshot]] - provide a high-stat Heavy soldier ([[Shaojie Zhang (EU2012)|Shaojie Zhang]]) and allow early access to [[Fusion Core (EU2012)|Fusion Cores]], whose research is required for building advanced [[Fusion Lance (EU2012)|Fusion Lances]] for Firestorm craft and [[Blaster Launcher (EU2012)|Blaster Launchers]] for Heavy soldiers. <br />
* [[Progeny (EU2012)|Progeny]] - gives 4 guaranteed [[Psionic (EU2012)|Psionic]] soldiers (including [[Annette (EU2012)|Annette]]).<br />
<br />
Both campaigns also provide large amounts of scientists/engineers, as well as credits and other [[Alien Artifacts (EU2012)|Alien Artifacts]].<br />
<br clear="all"><br />
<br />
===Starting Base Location===<br />
<br />
The location of the XCOM [[HQ (EU2012)|HQ]] automatically deploys a [[Satellite (EU2012)|satellite]] over the country and gives the continent's specific bonus to the player and will have a major impact on the early game. Each country covered with a satellite provides additional Scientists or Engineers, besides credits (§), that are received at the end of the month and can be very useful in gathering enough Engineers to be able to build [[Beam Weapons (EU2012)|Laser Weapons]] after they are [[Research (EU2012)|researched]]. <br />
<br />
If you cover an entire continent with satellites, then you also get that continental bonus even if your base is located elsewhere.<br />
Choosing which continent will be the first fully covered by satellites is another key move of the early game. Losing a country on a continent due to it leaving the [[The Council (EU2012)|Council]] automatically means the end of the bonus. <br />
<br />
The starting bonus can never be lost, even if the country where the XCOM HQ is located decides to leave the Council.<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Country Funding by Continent (+50% Easy difficulty)<br />
|- <br />
! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
|<br />
Egypt: §70<br><br />
South Africa: §80<br><br />
'''Nigeria: §100'''<br />
<br />
| <br />
'''China: §100'''<br><br />
Japan: §100<br><br />
India: §60<br><br />
Australia: §60<br />
<br />
|<br />
United Kingdom: §100<br><br />
Russia: §150<br><br />
France: §80<br><br />
'''Germany: §100'''<br />
<br />
|<br />
'''United States: §180'''<br><br />
Canada: §100<br><br />
Mexico: §50<br />
<br />
|<br />
Argentina: §70<br><br />
'''Brazil: §80'''<br />
|- style="font-weight: bold;" align="center"<br />
| Ʃ §250 || Ʃ §320 || Ʃ §430 || Ʃ §330 || Ʃ §150<br />
|- style="vertical-align:top; padding:5px;"<br />
| align="center" | '''All In'''<br/> ''Monthly XCOM funding increased by 30%.'' <br />
| align="center" | '''Future Combat'''<br/> ''All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.'' <br />
| align="center" | '''Expert Knowledge'''<br/> ''[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.'' <br />
| align="center" | '''Air & Space'''<br/> ''All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.'' <br />
| align="center" | '''We Have Ways'''<br/> ''Autopsies and Interrogations are completed instantly.'' <br />
|}<br />
''The '''bold''' country is where the base will be located if you pick that continent to start the campaign.''<br />
<br />
===HQ's Areas===<br />
[[File:Basescape EU2012.png|300px|right]]<br />
After selecting the game's difficulty and the starting location for your HQ, managing the operations at the XCOM [[HQ (EU2012)|Headquarters]] is the next step for any strategy to achieve victory over the aliens. HQ has six main areas, all accessible by the Base View, each with specific priorities and requirements that affect one another, as listed on the table below. <br />
<br />
{| class="wikitable" width="70%" <br />
|+ Base Operations<br />
|- <br />
! width="20%" align="center" | Area <br />
! width="35%" align="center" | Priority/Mission<br />
! width="45%" align="center" | Tasks required<br />
|- style="vertical-align:top;"<br />
|- <br />
| align="center" | '''[[Situation Room (EU2012)|Situation Room]]''' || align="center" | ''Advance XCOM's progress<br>Prevent countries from leaving XCOM<br>Secure/increase [[Finances (EU2012)|funding]] and resources|| Complete the required [[Storyline (EU2012)#Game Objectives|game objectives]] for victory<br>Manage panic levels<br>Expand [[Satellite (EU2012)|satellite]] network for country/continent bonuses<br>Sell advanced tech on the [[Grey Market (EU2012)|Grey Market]]<br>Perform [[The Council (EU2012)|Council]] [[Missions (EU2012)|missions]] for additional rewards<br>Conduct [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]] (EW DLC)<br />
|- <br />
| align="center" | '''[[Engineering (EU2012)|Engineering]]''' || align="center" |''Develop and [[Engineering (EU2012)|manufacture]] tech upgrades<br>Increase [[XCOM Headquarters (EU2012)#Base Expansion|base]] abilities and efficiency'' || Manufacture advanced [[Weapons (EU2012)|weapons]] and [[Equipment (EU2012)|equipment]]<br>Build the [[Foundry (EU2012)|Foundry]] for advanced weapons projects<br>Build additional/upgraded [[XCOM Headquarters (EU2012)#Base Expansion|facilities]]<br>Satisfy power needs for expansion<br>Maximize facility bonuses<br>Acquire required engineers/credits/materials for construction<br>Develop S.H.I.V.s and MEC Troopers (EW DLC)<br />
|- <br />
| align="center" | '''[[Research (EU2012)|Research]]''' || align="center" |''Investigate the [[Alien Life Forms (EU2012)|Aliens]], their technology and intentions<br>Develop applications of alien technology'' ||Examine recovered [[Alien Artifacts (EU2012)|alien artifacts]] and perform autopsies<br>Conduct [[Alien Containment (EU2012)|interrogations]] on captured aliens<br>Expand scientist pool or built [[Laboratory (EU2012)|labs]]<br>Perform [[Gene Mods (EU2012)|Gene Mods]] on soldiers (EW DLC)<br />
|- <br />
| align="center" | '''[[Soldiers (EU2012)|Soldiers]]''' || align="center" |''Provide mission capable [[Squads (EU2012)|squads]]'' || Hire [[Soldiers (EU2012)|soldiers]] and upgrade their [[Equipment (EU2012)|equipment]]<br>Retain a pool of experienced soldiers<br>Minimize casualties and [[Infirmary (EU2012)|recovery time]]<br>Maximize promotions and combat training<br>Built the [[OTS (EU2012)|Officer Training School]] for additional abilities<br />
|- <br />
| align="center" | '''[[Hangar (EU2012)|Hangar]]''' || align="center" |''Expand [[Interceptor (EU2012)|Interceptor]] deployment<br>Defend satellite network'' || Acquire sufficient [[Interceptor (EU2012)|Interceptors]] for continent coverage<br>Upgrade interceptors fleet with new technologies<br />
|-<br />
| align="center" | '''[[Mission Control (EU2012)|Mission Control]]''' || align="center" |''Detect and stop [[UFOs (EU2012)|UFO]]/alien attacks<br>Recover [[Alien Life Forms (EU2012)|Aliens]] lifeforms and [[Alien Artifacts (EU2012)|technology]]<br>Perform any additional combat missions'' || Defend the [[Satellite (EU2012)|satellite]] network<br>Intercept and shoot down [[UFOs (EU2012)|UFOs]] on missions<br>Assault and capture crashed/landed UFOs<br>Stop [[Alien Life Forms (EU2012)|alien]] and [[EXALT (EU2012)|EXALT]] (EW DLC) missions<br />
|-<br />
|}<br />
Detailed descriptions of how to achieve the tasks described may be found in the following sections.<br />
<br />
==Situation Room==<br />
[[Image:SR (EU2012).png|right|300px]]<br />
The [[Situation Room (EU2012)|Situation Room]] is where you'll manage all aspects directly related with the Council, as launching satellites, managing funds and checking the current panic levels and storyline objectives. The Situation Room will be unlocked after you complete your first Alien Abductions mission. <br />
* For a description of the required steps to win the game see [[Storyline (EU2012)|Storyline]] and [[Storyline Missions (EU2012)|Storyline Missions]].<br />
* For a description of the interactions with the Council, see [[The Council (EU2012)|The Council]] page. <br />
* For more details about the panic system and management, see [[Panic (EU2012)|Managing Panic]].<br />
===Continent Analysis===<br />
Besides choosing where to start, deciding the first continent to be covered with satellites is another major decision determining strategy. Some continents give strategic benefits right from the beginning while others might take more time to get dividends from them. <br />
<br />
{| class="wikitable" width="70%" <br />
|+ Country and Continent Bonuses per Month (Easy/Normal)<br />
|- <br />
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +2 engineers || align="center" | +2 scientists || align="center" | +1 scientist<br/> +1 engineer || align="center" | +1 scientist<br />
|-<br />
| align="center" | '''2''' || align="center" | +1 scientist<br/> +2 engineers || align="center" | +3 engineers || align="center" | +3 scientists || align="center" | +2 scientists<br/> +2 engineers || align="center" | +2 scientists<br/> +2 engineers<br />
|-<br />
| align="center" | '''3''' || align="center" | +2 scientists <br/> +3 engineers || align="center" | +6 engineers|| align="center" | +6 scientists || align="center" | +4 scientists <br/> +4 engineers ||<br />
|-<br />
| align="center" | '''4''' || || align="center" | +8 engineers || align="center" | +8 scientists || ||<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Country and Continent Bonuses per Month (Classic/Impossible)<br />
|- <br />
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +1 engineer || align="center" | +1 scientist || align="center" | +1 scientist || align="center" | +1 scientist<br />
|-<br />
| align="center" | '''2''' || align="center" | +1 scientist<br/> +1 engineer || align="center" | +2 engineers || align="center" | +2 scientists || align="center" | +1 scientist<br/> +1 engineer || align="center" | +1 scientist<br/> +1 engineer<br />
|-<br />
| align="center" | '''3''' || align="center" | +1 scientist <br/> +2 engineers || align="center" | +3 engineers|| align="center" | +3 scientists || align="center" | +2 scientists <br/> +1 engineer ||<br />
|-<br />
| align="center" | '''4''' || || align="center" | +4 engineers || align="center" | +4 scientists || ||<br />
|}<br />
<br />
==== North America ====<br />
[[File:NorthAmericaBase.png|right|300px]]<br />
* Resources: §320, 4 Scientists & 2 Engineers (Classic and Impossible)<br />
* Bonus: '''Air & Space''' - All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.<br />
* One of the more useful bonuses in the middle game, being able to procure [[Firestorm (EU2012)|Firestorms]] for 50% off is incredibly useful, especially if you're down to the wire on materials. The 4 additional monthly scientists are also a nice addition to keep up with the increasing research times. <br />
* As a starting continent it will give you a total of §110 credits saved in March and April (§40 from purchasing 2 to cover the first continent covered + §70 from monthly maintenance, Skyranger included). This makes it somewhat useful as a starting bonus, if you're looking to build the 2nd Uplink in March or April and need to buy more Interceptors to cover it. <br />
* The high initial funding of the United States (which is given since it will be HQ's location) means that North America provides you with the highest initial monthly funding on Classic and Impossible (on Normal and Easy Africa wins due to higher base funding).<br />
<br clear="all"> <br />
==== South America ====<br />
[[File:SouthAmericaBase.png|right|300px]]<br />
* Resources: §170, 2 Scientists & 1 Engineer (Classic and Impossible)<br />
* Bonus: '''We Have Ways''' - Interrogations and Autopsies are completed instantly.<br />
* Can be really useful if it's your starting bonus or you can get it within the first two months, in order to pursue a Alien Base Rush strategy.<br />
* Otherwise, Interrogations and Autopsies don't take that long to begin with and if you collect scientists, they'll only take 1 or 2 days at most. Far more useful however if you're playing with Marathon on from [[Second Wave (EU2012)|Second Wave]], since everything takes a little bit longer. Overall however, not a very pressing bonus to get, and it provides the least additional personnel of all resources. <br />
* On Impossible if you want to get to the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] and complete the game before you encounter some of the more difficult aliens then this can help by unlocking [[Research (EU2012)#Research Credits|Research Credits]] as well as the Alien Base once you get to the point of needing the [[Outsider Shard (EU2012)|Outsider Shard]].<br />
* The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] makes this bonus a more attractive due to autopsies granting access to Gene Mods and several more items. Researching laser weapons and Carapace Armor is also a little slower and they compete with [[Meld (EU2012)|Meld]]-related research, making early game research time more of a premium.<br />
<br clear="all"><br />
<br />
==== Europe ====<br />
[[File:EuropeBase.png|right|300px]]<br />
* Resources: §430, 10 Scientists (Classic and Impossible)<br />
* Bonus: '''Expert Knowledge''' - [[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.<br />
* As a starting bonus, unless you're pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren't that useful. If pursing a Satellite Rush strategy you may need a Workshop to build the 2nd Uplink, allowing a saving of §65 in March. <br />
* Each Lab/Workshop built costs less §65 credits, so if you're looking to build several of those, this is definitely a continent to look for posterior expansion. Furthermore, getting all of the European countries give the highest continent funding (§430) and the 10 monthly scientists it provides (on Classic/Impossible) will take care of all research needs. <br />
* On the Enemy Within DLC, the increased Research times and plasma weapon manufacturing costs in Classic/Impossible difficulties can also make Europe as an attracting option for expansion to deal with the bigger requirements.<br />
<br clear="all"><br />
==== Africa ====<br />
[[File:AfricaBase.png|right|300px]]<br />
* Resources: §250 (§325 with 30% bonus), 3 Scientists & 3 Engineers (Classic and Impossible)<br />
* Bonus: '''All In''' - Monthly XCOM funding increased by 30%.<br />
* One of the most useful starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need credits for everything, and you can never have too much.<br />
* On the downside it gives few scientists and engineers so you'll need to get those from mission rewards. Keep in mind that extra engineers can be more useful than extra credits since they also allow for savings on advanced materials required for building stuff ([[Elerium (EU2012)|Elerium]], [[Alien Alloys (EU2012)|Alloys]]) later on.<br />
<br clear="all"><br />
<br />
==== Asia ====<br />
[[File:AsiaBase.png|right|300px]]<br />
* Resources: §320, 10 Engineers (Classic and Impossible)<br />
* Bonus: '''Future Combat''' - All projects in The [[Foundry (EU2012)|Foundry]] and the [[Officer Training School (EU2012)|Officer Training School]] cost 50% less.<br />
* Asia's bonus can be useful to start if you're not looking for a Satellite Rush strategy and prefer instead to build up your squad with [[OTS (EU2012)|OTS]] and [[Foundry (EU2012)|Foundry]] upgrades. <br />
* Otherwise, if you're not focusing on those at start, the savings are quite limited on the beginning. But when you start to focus on your Foundry and OTS upgrades, you're going to wish you did have it. Especially the Foundry upgrades, since those compete for materials ([[Alien Alloys (EU2012)|Alien Alloys]], [[Elerium (EU2012)|Elerium]], [[Weapon Fragments (EU2012)|Weapon Fragments]]) alongside Research and Engineering. Completely covering the continent gives you +10 monthly additional engineers, which will also cut down the credit and resources cost of building new items. <br />
* The Enemy Within DLC has made this slightly more attractive in the early game. The Foundry grants adjacency bonus to workshops and the very valuable [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project makes an early Foundry more attractive than it was in the original game, and this bonus will allow you to capitalize on it more easily while money is still tight.<br />
<br clear="all"><br />
'''Africa Can Be Key''' <br />
<br />
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible (or at least 8 countries covered), the African bonus in credits is probably your most important reward, if you're starting to play the game or don't have a preset strategy. Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since satellite launches are generally dependent on panic level.<br />
<br />
Otherwise, if you're pursuing more advanced strategies, such as Alien Base Rush or Satellite Crawl, the other continents all have their uses.<br />
<br />
=== Satellite Network ===<br />
[[File:Satellite (EU2012).png|300px|right]]<br />
* Plan ahead and cover the entire world with at least 8 [[Satellite (EU2012)|satellites]], regardless of your initial strategy. This is the only undisputed rule in playing this game, otherwise it may be impossible to keep enough countries in the [[The Council (EU2012)|Council]] to prevent losing the game. <br />
* It is more "economical" to panic management to launch satellites at the end of the month, to lower [[Panic (EU2012)|panic]] levels when they're highest, and to avoid an abduction mission invalidating the reduction. Launching satellites at the end of the month also gives you more flexibility to deal with unexpected alien activity at the end of the month. <br />
* Try to completely cover continents. Any countries covered at the start of the month (i.e., they're already covered when the Monthly Report comes in) will be off the list of Abduction Missions but will still get raised panic if another country on that continent gets an unanswered Abduction.<br />
* Order satellites individually, not in bulk. That way you'll be able to cancel satellite orders if you are in a dire/unexpected need of credits and still be able to launch the other satellites at the end of the month. Of all game items (Facilities, Craft, etc.) that require days for manufacture Satellites are the most flexible to cancel, if needed.<br />
* On the middle/late game always a backup [[Satellite (EU2012)|satellite]] ready for launch. You may have to face a [[Battleship (EU2012)|Battleship]] on a destroy satellite mission and be unable to shoot it down, which can lead into losing the satellite and quite possibly the country. Keeping a reserve satellite allows to launch it to replace the destroyed one and don't lose the country. <br />
<br clear="all"><br />
<br />
===Budget & Funding===<br />
[[Image:Finances 2 (EU2012).png|300px|right]]<br />
Credits and recovered alien artifacts are crucial to winning the game. The Situation Room allows to check your current budget (through the Finances tab) and to quickly raise cash by selling artifacts at the [[Grey Market (EU2012)|Grey Market]]. There are other ways of getting more resources such as completing [[Missions (EU2012)#Mission Rewards|missions]]. <br />
* For more details about the recovered alien items and their sell values, see the [[Alien Artifacts (EU2012)|Alien Artifacts]] page.<br />
* For more info about what costs you credits and how to raise more credits, see the appropriate pages, [[Finances (EU2012)|Finances]] and [[Economy (EU2012)|Economy]].<br />
* For details about mission rewards also see [[The Council (EU2012)#Council Mission Rewards|Council Mission Rewards]]<br />
<br clear="all"> <br />
====Grey Market Bonanza====<br />
[[File:Grey Market (EU2012).png|right|300px|The Grey Market screen]]<br />
The [[Grey Market (EU2012)|Grey Market]] is your best friend to quickly raise credits by selling alien artifacts. <br />
* For veteran players of the original [[X-COM|X-Com]] that are new to this game, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used not only for Research projects, but as resources for completing Council member requests, Foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. <br />
* Generally, keeping about 10 corpses of the common species (Sectoids, Thin Men...Mutons, later) in storage should be sufficient if you need some quick money. Keep more if you know you'll need them for a [[Foundry (EU2012)|Foundry]] project.<br />
* On the other hand, items that have no research value such as damaged UFO components and Alien Entertainment are clearly marked as such. These items can be sold freely.<br />
* Once you are familiar with the game and know how much of each is required for tech that is within reasonable grasp, only then should you consider selling valuable equipment and corpses to fund whatever your strategy requires.<br />
* Usually items like [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|Power Sources]] will only be required later when you start building Firestorms so those can be sold without consequences. However, you will need them later on, so plan on when you want to start upgrading your aerial fleet and start hoarding resources in advance for it.<br />
<br />
==Engineering==<br />
[[Image:engineeringEU2012.jpg|right|300px]]<br />
The Engineering section allows to access all aspects related to building items and base facilities, as well as S.H.I.V. construction and MEC Trooper augmentation (on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]). <br />
<br />
For more details see the appropriate pages:<br />
*[[Engineering (EU2012)|Engineering]]<br />
*[[Base Facilities (EU2012)|Base Facilities]]<br />
**[[Building Optimization (EU2012)|Building Optimization]]<br />
*[[Foundry (EU2012)|Foundry]] & [[S.H.I.V. (EU2012)|S.H.I.V.]]<br />
*[[Cybernetics Lab (EU2012)|Cybernetics Lab]] & [[MEC Trooper (EU2012)|MEC Trooper]]<br />
<br />
===Manufacturing Tips===<br />
[[File:Engineering (EU2012).png|300px|right]]<br />
* Most advanced items can only be built if you have enough engineers to fulfill their requirements. It's pointless to rush [[Research (EU2012)|Research]] if you can't built the new toys and facilities afterwards. <br />
* The more engineers the less it will cost to produce any items, such as equipment, weapons, armor or craft. The savings are applied both in credits and in [[Alien Alloys (EU2012)|Alien Alloys]] and [[Elerium (EU2012)|Elerium]]. The maximum gains occur with 3 times the number of engineers required, although the reduced cost will never go down below 50% of the original cost. <br />
* [[Workshop (EU2012)|Workshops]] adjacent to one another give you a rebate in resources (§, Alloys and Elerium) used in projects such as Firestorms, Foundry projects and facilities, after they are completed. The rebate is of 7% (10% on Enemy Within DLC) for each adjacency, so 4 workshops in a 2x2 configuration will give you a 28% (40% on the Enemy Within DLC) in building costs. <br />
* However, there's a monthly maintenance cost of §26 for each workshop, so the improved efficiency comes at a price.<br />
* The North America continental bonus will reduce the costs of buying/building aircraft and their weapons by 50% and the Asian bonus does the same for Foundry projects and while buying [[S.H.I.V. (EU2012)|S.H.I.V.s]] so you may want to consider getting those.<br />
<br />
===That's Resources Baby!===<br />
[[File:Base Building (EU2012).png|300px|right]]<br />
[[File:Engineering 2 (EU2012).png|300px|right]]<br />
Winning the strategic game is about getting enough resources to purchase, build and research stuff. <br />
* '''There ain't no such thing as a free lunch'''[http://en.wikipedia.org/wiki/TANSTAAFL] - credits (§) are required to hire soldiers/Interceptors or to build everything. And one of your main sources of § in the early game is the [[Grey Market (EU2012)|Grey Market]], where you'll have to sell other resources (alien tech) to get the money you need, which may lead to shortages later.<br />
* Manufactured items can only be sold through Council [[The Council (EU2012)#Items Requested|requests]] and those only come once or twice during the month, so it can be tough to get rid of obsolete items. More frequently the Council will request your more advanced weapons, which will put in the dilemma of fulfilling the request (and not having them for the next mission) or ignore it and don't get the § or scientists/engineers supplied by the country issuing the request. <br />
* Alien tech cannot be manufactured unlike the original [[X-COM|X-COM]], only captured. Items like Alien Alloys and UFO technology all have to be recovered from the battlefield.<br />
* [[Weapon Fragments (EU2012)|Weapon Fragments]] and Elerium are usually the most scarce resources. <br />
** The first on the middle to early game, since fragments are used also for research.<br />
** Elerium shortages are quite common on the middle to late game, when you want to build the new items researched.<br />
** [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|UFO Power Sources]] are required for their research and for building Base Facilities like [[Elerium Generator (EU2012)|Elerium Generator]] and [[Satellite Nexus (EU2012)|Satellite Nexus]], as well as building Firestorms and the Foundry's [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]]. Selling too much of them at the Grey Market (where they have the highest prices) can also lead to shortage problems if you want to build projects that require them. <br />
* Alloys, Elerium and UFO Power Sources/Flight Computers are mainly recovered from UFOs, so if you're having problems [[Air Combat (EU2012)|shooting]] them down that can also lead to shortages.<br />
** Equipping your craft with the [[EMP Cannon (EU2012)|EMP Cannon]] to shoot down UFOs will increase the probability of getting these items intact (instead of damaged and nearly useless) from 50% to 100%. <br />
**You may get few amounts of both Elerium and Alloys from the dead bodies of some aliens like Heavy Floaters, Cyberdiscs, Sectopods and Drones though.<br />
* [[Meld (EU2012)|Meld]], which is a new resource introduced by the Enemy Within DLC, is the scarcest resource since you'll only be able to regularly capture it on Abductions and UFO missions, along with the dead bodies of some aliens. <br />
** Meld is only used on the [[Cybernetics Lab (EU2012)|Cybernetics]] or [[Genetics Lab (EU2012)|Genetics]] labs so its shortages won't be felt as bad as some of the other resources. <br />
** You'll usually only get enough Meld during a game either field 2 [[MEC Trooper (EU2012)|MEC Troopers]] with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]] or to give 3 or more [[Gene Mods (EU2012)|Gene Mods]] to all soldiers in your squad.<br />
* Assaulting the Alien Base will give you a ton of all resources from the mission salvage, which can be a real relief.<br />
* [[Fusion Core (EU2012)|Fusion Cores]] can only be recovered from alien [[Battleship (EU2012)|Battleships]] and they allow for [[Fusion Lance (EU2012)|Fusion Lance]] and [[Blaster Launcher (EU2012)|Blaster Launcher]] research. If you're looking to get those on the middle/late game, just ignore an UFO and wait for the Battleship to appear. You'll need to shoot it down (otherwise it might destroy a satellite) and assault it afterwards though.<br />
* Alien bodies are more easy to come by but you'll require a few of them at specific times, such as [[Muton Corpse (EU2012)|Muton Corpse]] for getting the critical Foundry [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project and others. Sell them but always keep an eye on retaining enough corpses for these essential projects.<br />
<br />
===Foundry's Bag of Tricks===<br />
At some point during the game you'll need to build the [[Foundry (EU2012)|Foundry]] in order to benefit for its projects. However, some are better than others, some are very specific and some will imply large amounts of resources to be constructed. <br />
<br />
'''Very Useful'''<br />
* '''Ammo Conservation''' - Get it ASAP. Having the double of ammunition for your soldiers can really make a difference, specially during the middle/late game, where the larger aliens will require several shots to be killed.<br />
* '''Improved Medikit''' - Boosts the Medikit's base healing power by 50% and also improves a MEC with Restorative Mist. Your troops will appreciate it. <br />
* '''Tactical Rigging''' (EW DLC) - Carrying two items allows for a lot more flexibility by bringing extra grenades, Medikits, S.C.O.P.E.s, armor, etc.<br />
* '''S.C.O.P.E. Upgrade''' - Even if you are only using S.C.O.P.E.s on your Snipers, get it for them. <br />
<br />
'''Useful'''<br />
* '''Stealth Satellites''' - Retaliation UFOs will only be generate if you completely ignore landed or flying UFOs, so it can be easy to prevent the retaliation by simply launching an interceptor or the Skyranger and aborting the mission as soon as it starts. However, on Classic/Impossible difficulties, you'll face Battleships sooner in those retaliation missions so this project may be handy, specially if you are playing with the Second Wave's Diminishing Returns option. <br />
* '''Improved Arc Thrower''' - Get it if you are planning for capturing aliens to get their weapons or Research Credits from interrogating them, otherwise don't bother with it.<br />
* '''Advanced Repair''' - Useful for S.H.I.V.s (if you are using them) but not worthwhile for aircraft. Since the game is set for a maximum of 2 regular UFO missions per month (and they usually happen in different continents) the increased repair time becomes irrelevant and a waste of resources.<br />
* '''Advanced Flight''' - Interesting for Archangel Armor and Hover S.H.I.V.s but it is very expensive to complete. Plus, if you only use Archangel on Squadsight Snipers then they really don't need the extra flight time if you place them correctly on the battlefield.<br />
* '''Improved Pistol I & III''' - Interesting if you use a lot of pistols, don't spend resources if you don't. <br />
* '''Alien Grenades''' - Useful if you are playing the Enemy Within DLC, otherwise don't bother.<br />
<br />
'''Don't Bother'''<br />
* '''Advanced Construction''' - If this become available at the beginning of the game it would be very useful but by the late game (when Sectopods usually appear) its only use (besides spending resources) is to rush the Gollop Chamber, but there's usually no need to do so.<br />
* '''Improved Pistol II''' - Currently bugged.<br />
* '''Drone Capture''' - Will depend a lot on the tactical situation to be useful and it is expensive.<br />
<br />
'''S.H.I.V. and MEC Projects'''<br />
* All projects related to these 2 units are very useful (and expensive) - if you're using them, plan on getting some or all. If you're not using S.H.I.V. or MECs don't bother with any of them.<br />
<br />
==Research==<br />
[[Image:Lab.jpg|right|300px]]<br />
Research is the key to victory since it allows you to keep up with the escalating tech levels of the aliens. The Research section also allows to apply Gene Mods for your soldiers, on the Enemy Within DLC. <br />
*For a description of all research projects and their requirements, as well as tech trees, see [[Research (EU2012)|Research]].<br />
*For details and tips about soldier genetic modifications, see [[Genetics Lab (EU2012)|Genetics Lab]] & [[Gene Mods (EU2012)|Gene Mods]].<br />
<br clear="all"> <br />
===Research Tips===<br />
[[File:Laboratory (EU2012).png|300px|right]]<br />
[[File:Research Credits 2 (EU2012).png|300px|right]]<br />
'''Research Paths'''<br />
* Initial research branches out in 3 main areas: Aliens ([[Xeno-Biology (EU2012)|Xeno-Biology]]), Weapons ([[Weapon Fragments (EU2012)|Weapon Fragments]]) or Armor ([[Alien Materials (EU2012)|Alien Materials]]). The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] also introduces the [[Meld (EU2012)|Meld]] path, which allows for cybernetic/genetics improvements for your soldiers.<br />
** The Aliens path leads into the [[Arc Thrower (EU2012)|Arc Thrower]] and [[Alien Containment (EU2012)|Alien Containment]], which are both required to start advancing down the [[Storyline (EU2012)|Storyline]].<br />
* During the middle game, two additional paths will be unlocked: UFO technology, which leads into the [[Firestorm (EU2012)|Firestorm]] advanced craft; and Psionics which lead into the final parts of the storyline by unlocking the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] and later the [[Psi Lab (EU2012)|Psi Lab]] and [[Gollop Chamber (EU2012)|Gollop Chamber]].<br />
'''Speeding Research'''<br />
* Consider refraining from building [[Laboratory (EU2012)|laboratories]], unless you're playing the EW DLC. They aren't really necessary even on higher difficulty settings since they don't provide additional scientists (you'll need to get them from rewards or by covering countries/continents with [[Satellite (EU2012)|satellites]]. <br />
*You can still complete research quickly by first researching Xeno-Biology and the Arc Thrower, building the Alien Containment and following up by completing all autopsies and interrogations.<br />
**Completing both projects and capturing and interrogating live aliens give [[Research (EU2012)#Research Credits|Research Credits]] which can cut the research time of some projects by 50%. As a bonus you'll also capture intact the alien's weapons, which can be used later by your soldiers after they're researched. <br />
**The South America continental bonus really shines when combined with captures/interrogations, since the research time for interrogations is immediate, allowing you for major research breakthroughs.<br />
**Later, the [[Muton Elite (EU2012)|Muton Elite]] and [[Ethereal (EU2012)|Ethereal]] interrogations give a 25% reduction in all weapons and all tech research and both stack together, so consider capturing both species during the Overseer mission. <br />
* It is possible to skip Laser research completely by capturing intact a [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] and researching it. Specially if you get the Research Credit of capturing and [[Interrogate Muton (EU2012)|interrogating]] a live Muton, which cuts research on all plasma weapons by 50%. <br />
** It is also possible to skip Light Plasma Rifle research and got for the better [[Plasma Rifle (EU2012)|Plasma Rifle]] if you capture one of those intact. <br />
* Besides the duration of some research, the biggest obstacle to research is the required [[Alien Artifacts (EU2012)|alien artifacts]] that are gathered slowly, specially [[Weapon Fragments (EU2012)|Weapon Fragments]]. Building laboratories only serves to drain these precious resources.<br />
* However, if getting gear for your troops is an urgency for your play style, 1 lab early on may be appreciable, especially if your [[Missions (EU2012)#Mission Rewards|mission rewards]] or satellite coverage don't gain you any scientists whatsoever.<br />
* If playing the EW DLC, labs will be more useful due to the longer research times in Classic and Impossible [[Difficulty (EU2012)|difficulties]]. They also help against [[EXALT (EU2012)|EXALT]]'s research hacks, which will slower your research.<br />
<br />
==Hangar==<br />
[[Image:Interception (EU2012).png|right|300px]]<br />
The Hangar concerns equipping and deploying [[Interceptor (EU2012)|Interceptors]]/[[Firestorm (EU2012)|Firestorms]] to engage and shoot down any [[UFOs (EU2012)|UFOs]] that appear on Earth's skies. For more details see the appropriate pages:<br />
* [[Hangar (EU2012)|Hangar]]<br />
* [[Air Combat (EU2012)|Air Combat]].<br />
<br clear="all"><br />
<br />
==Barracks==<br />
[[File:Soldier List (EU2012).png|300px|right]]<br />
The [[Barracks (EU2012)|Barracks]] is where you'll manage all essential aspects related to your [[soldiers (EU2012)|soldiers]], namely hiring, equipping and promoting them, as well as purchasing squad upgrades through the Officer Training School, psionically training soldiers, and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] assigning them medals. <br />
For more details see:<br />
* [[Soldiers (EU2012)|Soldiers]]<br />
* [[Classes (EU2012)|Classes]] & [[Class Builds (EU2012)|Class Builds]]<br />
* [[Weapons (EU2012)|Weapons]], [[Armor (EU2012)|Armor]] and [[Equipment (EU2012)|Equipment]]<br />
* [[OTS (EU2012)|Officer Training School]]<br />
* [[Psi Lab (EU2012)|Psi Lab]]<br />
* [[Medals (EU2012)|Medals]]<br />
===General Tips===<br />
* Rotate lower ranked soldiers to use as "cannon fodder" while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones. Don't bother hiring new soldiers unless they're needed.<br />
*This all changes after you purchase '''Iron Will''' and '''New Guy''' in the OTS. At this point, you should have enough credits to hire soldiers by the bundle, and sack the low Will ones. Your core team of high ranking officers are now your "cannon fodder" while you level up the new Squaddies. You may also consider Psi screening them before choosing which new recruits to keep and promote.'<br />
* Enlarging the pool of soldiers helps with dealing with possible "Code Black" scenarios, where all soldiers are lost during a mission. Such squad wipes are common to happen and it is possible to recover from them. <br />
* Getting the OTS is a major requirement since many upgrades will bring faster promotions and better stat gains, as well as enlarging the number of soldiers possible during a mission, increasing the possible slots for soldiers in training. <br />
* Getting a Sergeant is required to unlock '''Squad Size I''' (which you should get right away, as well as '''Squad Size II''' to increase your squad) and, on Classic/Impossible [[Difficulty (EU2012)|difficulty]] levels to allow construction of the OTS. A Sergeant also unlocks '''Wet Work''' which gives a 25% boost to experience points gained through killing, making it very useful for training. <br />
**It can be gained either through focusing on promoting a single soldier to that rank, usually a [[Sniper (EU2012)|Sniper]] with Squadsight since they're less likely to suffer injuries and they usually amass a lot of kills. <br />
**Alternatively, a Sergeant may also be gained as a reward from a successful Abduction/Council mission. <br />
* Usually the distribution of classes will not be balanced, although the [[Soldiers (EU2012)#Class Assignment|class assignment]] has been improved on the Enemy Within DLC. But you can also use rewards to make up with any shortfalls or to get immediately replacements for high rank officers lost during missions.<br />
* On the Enemy Within DLC, use medals to make up for any low Will stats of your soldiers. <br />
===Promotion Suggestions===<br />
[[File:AssaultA (EU2012).png|300px|right]]<br />
If you have no idea of what Abilities to choose during the first promotions, these are solid choices for the entire game:<br />
* [[Assault (EU2012)|Assault]] - '''Lightning Reflexes'''. Forces a miss on the first reaction shot fired at the unit. Can be used to trigger (and miss) alien [[Overwatch (EU2012)|Overwatch]] shots. This ability is essentially a life-saver for your soldiers when advancing against aliens on Overwatch, specially Sectopods. <br />
* [[Heavy (EU2012)|Heavy]] - '''HEAT Ammo'''. After you first encounter a Cyberdisc without this ability, you'll know why. It also applies to the Rocket/Blaster Launcher, and grenades, and the [[Volunteer (EU2012)|Volunteer]]'s '''Rift''' ability, besides the Heavy's primary weapon and you are almost sure to face Cyberdiscs/Sectopods on most UFO or Abduction/Terror missions.<br />
* [[Sniper (EU2012)|Sniper]] - '''Squad Sight'''. Snap Shot also has its uses but it requires Squad Sight to perform the classic 'Scout and Snipe' tactic of the original game, where your Sniper can just pick a spot where it covers the battlefield and drop any aliens seen by your squad. <br />
* [[Support (EU2012)|Support]] - '''Field Medic'''. Never go to a battle without a [[Medikit (EU2012)|Medikit]]. And never risk your only Medic getting killed or worse, critically wounded (and watch him/her die from the wound unless you are able to finish the fight first).<br />
* [[MEC Trooper (EU2012)|MEC Trooper]] - the first soldier augmented should be a Heavy due to its starting '''Body Shield''' ability or even an Assault with its '''Shock-Absorbent Armor''' ability. This because a MEC will be a bullet sponge and the more time you can keep it alive the better. Later, Sniper turned MECs are also very powerful but you'll need to convert them at Colonel levels to let their Aim stat to grow as much as possible before conversion. <br />
===Soldier Progression===<br />
'''Early Game'''<br />
* The initial missions can be used to reveal the [[Classes (EU2012)|class]] of the starting soldiers or to increase the experience points (XPs) of the survivors of the first mission to maximize their progression in the ranks, or both. <br />
**The first need is required if you want to start enlarging the pool of trained soldiers. But it disappears after the '''New Guy''' [[OTS (EU2012)|OTS]] perk is purchased, since the class of all existing or newly hired rookies is immediately revealed.<br />
**Choosing instead to favor promotions allows quickly to get critical [[Abilities (EU2012)|abilities]] like Squad Sight for Snipers and to unlock OTS upgrades. <br />
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the promotion XP [[Soldiers (EU2012)#XP Requirements|requirements]] have been increased, which favors the promotions first approach.<br />
<br />
'''Middle/Late Game'''<br />
* Later, the emphasis usually switches to building a pool of soldiers usually around 10-12 soldiers, with around 6 preferred [[Class Builds (EU2012)|class builds]], plus replacements for injuries and KIAs.<br />
* Another important issue is to replace soldiers with low Will stats since the original soldiers will be more likely to suffer [[Critical Wounds (EU2012)|critical wounds]] and not benefit from the '''Iron Will''' OTS upgrade. <br />
**If using the '''Not Created Equally''' Second Wave option, it may also be worthwhile to use it to hire large batches of Squaddies and only train the ones with the best stats. <br />
* A basic setup is to have 2-3 soldiers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, its also possible to have an alternative build for more specialized missions.<br />
* Always bringing at least 1 soldier for training during missions is very helpful, in order to develop further the pool of soldiers. <br />
**Some missions are better for bringing several low ranked soldiers, like Council [[The Council (EU2012)#Council Missions|missions]] after you've deployed [[Titan Armor (EU2012)|Titan Armor]], or even Abductions and/or Small Scout UFO missions. <br />
**Other missions, like Terror Sites, the Alien Base or large [[UFOs (EU2012)|UFOs]] can be more challenging for soldiers in training but also more rewarding since the trainee will have the possibility to earn more experience points through killing larger aliens.<br />
*After the [[Psi Lab (EU2012)|Psi Lab]] is built the emphasis changes to checking the pool for [[Psionic (EU2012)|Psionic]] soldiers and training them.<br />
<br />
==Mission Control==<br />
[[File:Mission Control 2 (EU2012).png|right|300px]]<br />
[[Mission Control (EU2012)|Mission Control]] is where you order the game's time to advance and watch as events unfold and [[Missions (EU2012)|missions]] are generated. As days and months go by you'll be presented with a choice of combat that will affect the overall situation, regardless of being chosen or ignored, or being a victory or a failure. Missions are also the major source of resources such as Weapon Fragments/Elerium/Alloys/Meld to be researched, sold or used at Engineering. <br />
<br />
Regardless of all your preparations, winning missions is the key of achieving victory over the alien forces. The whole tactical aspect will be deal in the separate page [[Tactics (EU2012)|Tactics]] due to its complexity. This section will deal exclusively with the strategic impact of missions throughout the game.<br />
<br />
For more specific details about this topic see:<br />
* [[Missions (EU2012)|Missions]] & [[The Council (EU2012)#Council Missions|Council Missions]]<br />
* [[Storyline (EU2012)|Storyline]] & [[Storyline Missions (EU2012)|Storyline Missions]] <br />
* [[UFOs (EU2012)|UFOs]] & [[Alien Deployment (EU2012)|Alien Deployment]]<br />
* [[EXALT (EU2012)|EXALT]] & [[Covert Operations (EU2012)|Covert Operations]]<br />
<br />
===Timeline Progression===<br />
The game is designed to introduce new enemy units (both [[Alien Life Forms (EU2012)|Aliens]] and [[EXALT (EU2012)|EXALT]]) and [[UFOs (EU2012)|UFOs]] at specific months, regardless of the [[Difficulty (EU2012)|difficulty]] level. The [[Missions (EU2012)#Mission Frequency|frequency]] of missions (Abductions, Terror Sites, UFOs and Council) is also scripted according to the current game month and the [[Storyline (EU2012)|Storyline]] progression. <br />
<br />
[[Second Wave (EU2012)|Second Wave]]'s '''Marathon''' option delays the introduction of new alien species and UFOs but retains the frequency of the missions. <br />
<br />
{| class="wikitable" width="100%" <br />
|+ Timeline (EW DLC)<br />
|- <br />
! width="5%" align="center" | Month <sup>1</sup><br />
! width="10%" align="center" | Missions<br />
! width="10%" align="center" | Alien/EXALT Units<br />
! width="10%" align="center" | UFOs<br />
! width="10%" align="center" | Alien/EXALT Units (Marathon)<br />
! width="10%" align="center" | UFOs (Marathon)<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| March || 1st Mission/Tutorial<br>2 [[Alien Abductions (EU2012)|Abduction]] Raids<br>2 UFOs <sup>2</sup><br>1st [[The Council (EU2012)#Council Missions|Council]]/[[Friends in Low Places (EU2012)|Friends in Low Places]]<br>2nd Council (EW DLC)|| [[Sectoid (EU2012)|Sectoid]]<br>[[Thin Man (EU2012)|Thin Man]] (1st Council)<br>[[Outsider (EU2012)|Outsider]] (1st UFO) || [[Small Scout (EU2012)|Small Scout]] (Flying) || Sectoid<br>Thin Man (1st Council)<br>Outsider (1st UFO) || Small Scout (Flying)<br />
|- align="center" <br />
| April || 2 Abduction Raids<br>2 UFOs <sup>2</sup><br>1 [[Alien Terror (EU2012)|Terror Site]]<br>[[Portent (EU2012)|Portent]] (EW DLC)<br>Friends in Low Places (EW DLC)<br>[[Confounding Light (EU2012)|Confounding Light]]<br>[[Gangplank (EU2012)|Gangplank]] || [[Floater (EU2012)|Floater]]<br>[[Seeker (EU2012)|Seeker]] <small>(EW DLC)</small><br>[[Chryssalid (EU2012)|Chryssalid]] (Terror Site) || Small Scout (Landed)<br>[[Large Scout (EU2012)|Large Scout]] (Flying) || Floater<br>Seeker <small>(EW DLC)</small><br>Chryssalid (Terror Site) || Small Scout (Landed)<br>Large Scout (Flying)<br />
|- align="center" <br />
| May || 2 Abduction Raids<br>2 UFOs <sup>2</sup><br>Site Recon (EW DLC)<br>Confounding Light (EW DLC)<br>Gangplank (EW DLC)<br>1st Covert Ops (EW DLC)|| [[Muton (EU2012)|Muton]] (with LPRs)<br>[[EXALT Units (EU2012)|EXALT Conventional]] <small>(EW DLC)</small>|| Large Scout (Landed)<br>[[Abductor (EU2012)|Abductor]] (Flying) || || <br />
|- align="center" <br />
| June || 2 Abduction Raids<br>1 UFO<br>1 Terror Site|| Muton (with Plasma Rifles)<br>[[Cyberdisc (EU2012)|Cyberdisc]]/[[Drone (EU2012)|Drone]]<br>[[Mechtoid (EU2012)|Mechtoid]]/Sectoid <small>(EW DLC)</small>|| || Muton (with LPRs)<br>EXALT <small>(EW DLC)</small>|| Large Scout (Landed)<br>Abductor (Flying)<br />
|- align="center" <br />
| July || Check <sup>3</sup> || [[Berserker (EU2012)|Berserker]]<br>Mechtoid/[[Sectoid Commander (EU2012)|Sectoid Commander]] <small>(EW DLC)</small><br>[[EXALT Units (EU2012)|EXALT Elite]] <small>(EW DLC)</small> || Abductor (Landed)|| || <br />
|- align="center" <br />
| August || || [[Heavy Floater (EU2012)|Heavy Floater]] || [[Supply Barge (EU2012)|Supply Barge]] (Flying) || Muton (with Plasma Rifles)<br>Cyberdisc/Drone<br>Mechtoid/Sectoid <small>(EW DLC)</small>|| <br />
|- align="center" <br />
| September || || [[Sectopod (EU2012)|Sectopod]]<br>[[Muton Elite (EU2012)|Muton Elite]] || Supply Barge (Landed) || || <br />
|- align="center" <br />
| October || || || [[Battleship (EU2012)|Battleship]] (Flying) <sup>4</sup>|| Berserker<br>Mechtoid/Sectoid Commander <small>(EW DLC)</small><br>EXALT Elite <small>(EW DLC)</small> || Abductor (Landed)<br />
|- align="center" <br />
| December || || || || Heavy Floater || Supply Barge (Flying) <br />
|- align="center" <br />
| February || || || || Sectopod<br>Muton Elite|| Supply Barge (Landed) <br />
|- align="center" <br />
| April || || || || || Battleship (Flying) <sup>4</sup><br />
|- <br />
| colspan="6" |<sup>1</sup> On Second Wave's '''Marathon''' the formula for the months is defined on XComStrategyGame.upk as the following: iMonth = (iMonth + 1) / 2, rounded down, with the iMonth value for March 2015 being 0. These values are still being checked with actual game results.<br><sup>2</sup> 2nd UFO has a 50% of being generated.<br><sup>3</sup> After June there will always be 2 Abductions (unless all countries are covered with satellites) and 1 UFO each month and 1 Terror Site every 2 months. When the Alien Base is assaulted, the number of Abduction Raids depend on the countries still without satellites and there will be 2 UFOs (2nd one has a 50% of being generated) and 1 Terror Site each month.<br><sup>4</sup> Before September, the [[Battleship (EU2012)|Battleship]] can appear if you've fail to bring down or ignored a previous UFO on a Scouting mission. In September/April the Battleship is added to the pool of available UFOs for Flying missions.<br />
|}<br />
====Mission Frequency====<br />
[[File:Launch Mission 2 (EU2012).png|300px|right]]<br />
* [[Alien Abductions (EU2012)|Abductions]] - 2 rounds possible each month, if there are 5 or more countries without satellites.<br />
** Each round of abductions require a minimum of 2 countries to happen, with a maximum of 3 on each round of abductions. Once a country is targeted for abductions it won't be targeted again on the same month. <br />
** After the Alien Base [[Storyline Missions (EU2012)#Alien Base Assault|assault]], Abductions can still happen if there's 2 or more Council countries without satellites. If there are still 6 countries without sats it is possible for the game to randomly choose a 2nd round of Abductions. <br />
* [[Alien Terror (EU2012)|Terror]] Missions - every 2 months<br />
** Assaulting the base changes it to a Terror Site each month. <br />
* [[Crashed UFO (EU2012)|Flying]]/[[Landed UFO (EU2012)|Landed]] UFOs - 2 possible each month<br />
** If the Alien Base isn't assaulted, the frequency of [[UFOs (EU2012)|UFO]] appearances is reduced to a single alien craft each month in June and afterwards. However, if the 2nd round of Abductions hasn't been added due a lack of available countries, the game will automatically add a 2nd UFO. <br />
** After the alien base is assaulted, it is possible (50% chance) to get a 2nd UFO every month. <br />
* Council [[The Council (EU2012)#Council Missions|missions]] - 1 monthly mission between the 15th and 27th (unless the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] is activated).<br />
**If Slingshot is activated, [[Friends in Low Places (EU2012)|Friends in Low Places]] is the first Council mission, followed by [[Confounding Light (EU2012)|Confounding Light]] and [[Gangplank (EU2012)|Gangplank]]. The 3 missions can be postponed indefinitely by ignoring them since they will keep reappearing until you've taken them. <br />
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], between 0 or 1 monthly Council missions possible. <br />
*** The Slingshot campaign or Progeny's [[Portent (EU2012)|Portent]] missions complement the regular Council missions, if they're activated. It is possible to have a Council mission and another from either campaign on the same month. <br />
*** If both are activated, Portent takes place before Friends In Low Places.<br />
*** It isn't possible to ignore any of Slingshot or Progeny missions on the Enemy Within DLC. Once ignored the mission will never return and the campaign will be aborted.<br />
** [[Site Recon (EU2012)|Site Recon]] will be the 1st Council mission generated after the 1st Terror Site. Afterwards it joins the pool of possible missions. <br />
* [[Base Defense (EU2012)|Base Defense]] - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)<br />
* Progeny campaign [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] missions - after Base Defense. <br />
<br clear="all"><br />
<br />
===Storyline Progression===<br />
====Alien Base Assault====<br />
[[File:Alien Base Discovered (EU2012).png|300px|right]]<br />
The [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base Assault]] is the most decisive [[Storyline (EU2012)|Storyline]] moment affecting the overall strategy, due to its effect on the game:<br />
* If successful, it will give a worldwide panic reduction, a big chunk of loot for sale at the [[Grey Market (EU2012)|Grey Market]] and a boost of your squad's experience, all of which can help the overall situation in the early game.<br />
* However, after the Alien Base all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have [[Sectoid Commander (EU2012)|Sectoid Commanders]] instead of [[Outsider (EU2012)|Outsiders]] as their commanders, making it harder to assault UFOs and recover alien artifacts. <br />
* The longer you wait, the better equipped XCOM will be for the mission but the base alien garrison will also deploy the latest alien species. Since [[Alien Deployment (EU2012)]] percentage chances tick over when the month changes, it gives an incentive to wait until late in a month to assault the base, when you will have better gear/research/soldiers/gene mods etc., but won't have to face the next month's higher odds of more difficult aliens.<br />
* Researching the artifacts found there will unlock [[Ghost Armor (EU2012)|Ghost Armor]] and [[Psionic (EU2012)|psionics]].<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission will take place 2-3 weeks after the Alien Base assault, where you'll face a massive horde of the most advanced aliens in defending HQ or lose the game. <br />
* After the assault, Terror missions will happen each month, instead of only in the even months.<br />
<br clear="all"><br />
* Consider bringing an [[Arc Thrower (EU2012)]] or Improved A.T. to attempt to capture the commander.<br />
<br />
====Overseer UFO====<br />
[[File:Overseer Deep Woods 2 (EU2012).png|right|300px]]<br />
* Building the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] triggers the appearance of the [[Overseer (EU2012)|Overseer]] UFO, over any continent that has satellites deployed. Check [[Air Combat (EU2012)|Air Combat]] for the requirements to shoot down the Overseer. <br />
* The [[Ethereal (EU2012)|Ethereal]] will first appear while assaulting the [[Storyline Missions (EU2012)#Crashed Overseer UFO|crashed]] Overseer UFO, but on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] it can appear before, during the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission, depending how long it took you to assault the Alien Base.<br />
* The Overseer assault will also see the first appearance of [[Sectopod (EU2012)|Sectopods]], if they haven't appeared on regular missions before.<br />
* After the Overseer mission all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have Ethereals (with [[Muton Elite (EU2012)|Muton Elites]] as escorts) instead of Sectoid Commanders as their commanders, making it harder to assault UFOs and recover alien artifacts.<br />
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<br />
====Temple Ship Assault====<br />
[[File:TempleShip2 (EU2012).png|300px|right|Temple Ship]]<br />
* Once you've retrieved and researched the [[Psi Link (EU2012)|Ethereal Device]] from the Assault the Overseer mission, built the [[Gollop Chamber (EU2012)|Gollop Chamber]] and equipped a [[Psionic (EU2012)|Psionic]] soldier with [[Psi Armor (EU2012)|Psi Armor]] you'll be given the chance of taking the [[Storyline Missions (EU2012)#Temple Ship Assault|last mission]]. <br />
**Remember that you'll need to finish the Gollop chamber first then re-equip the Psionic soldier with the Psi armor, otherwise you'll get the message that there's no soldier capable of using the Ethereal Device.<br />
* The soldier that used the Device will be turned into the [[Volunteer (EU2012)|Volunteer]] and will possess a special Psionic ability called '''Rift'''. Any Psionic soldier can be the Volunteer, regardless of its current psi rank - he/she will be promoted to the top psi rank after using the Device and you'll be able to choose between psionic abilities like in a normal promotion. <br />
* After you've used the Device all of your research projects will be frozen and you won't be able to conduct any more missions to retrieve alien artifacts or get promotions for your soldiers. You'll still be able to build items on Engineering though. <br />
* If you'll complete this mission you'll have won the game (but you can repeat it if you lose it). Congratulations :) <br />
* Now try playing the game again at a higher [[Difficulty (EU2012)|difficulty]] level. <br />
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<br />
=== Mission Choices ===<br />
You will be considering several things when deciding on which mission to choose or ignore, specially regarding [[Alien Abductions (EU2012)|Abductions]]. However your considerations should come in these orders:<br />
<br />
====Panic Levels====<br />
[[File:Panic Levels 2 (EU2012).png|right|300px]]<br />
[[File:Brazil Leaves (EU2012).png|right|300px]]<br />
* Your choice differs vastly depending on difficulty level and mission type. For example, on easier difficulty settings, ignoring some missions can lead to increased [[Panic (EU2012)|panic]] for one country. In comparison, this could lead to increased panic in the whole continent on higher difficulty settings or in some specific Council missions. Thus, consider panic level on the whole rather than individual countries. In some cases, continents with more countries should be taken care of first.<br />
* In [[Alien Abductions (EU2012)|Abductions]], if you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on Classic ignoring China and Japan will raise panic in those countries by 2 and in other Asian countries by 1. It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).<br />
* [[Alien Terror (EU2012)|Terror Sites]] will always cause the country to leave XCOM if the mission is ignored or a failure, so keep that in mind. <br />
* Regarding UFOs, you should always [[Air Combat (EU2012)|launch]] an Interceptor if they're detected flying, even if to abort the engagement before any shots are fired. Any ignored UFOs (flying or landed) increase panic over the country by 2 points and will cause a 2nd UFO to appear and try to shoot down the satellite, while escaped UFOs will only increase panic by 1 point and no retaliation UFO will be generated. Crashed UFOs remove panic by 1 point and can be ignored afterwards with no panic increase. <br />
* Council missions [[The Council (EU2012)#Council Mission Rewards|depend]] on the specific mission. Some will raise panic only in the country, others in the whole continent, and a few will not raise any panic at all. The same applies for panic reduction from these missions.<br />
* Successfully assaulting the Alien Base will give a worldwide reduction of panic by either 1 or 2 points, depending in the difficulty level, which gives it a major strategic effect. <br />
* On the Enemy Within DLC, anti-[[EXALT (EU2012)|EXALT]] missions (a.k.a. [[Covert Operations (EU2012)|Covert Operations]]) will always reduce panic by one point, if successful. If ignored, the cell will hide and redeploy itself to perform further anti-XCOM missions, which can raise panic. Assaulting the [[EXALT Base Raid (EU2012)|EXALT Base]] will also give a worldwide panic reduction.<br />
<br clear="all"><br />
<br />
====Difficulty====<br />
[[File:TerrorAttack2.png|right|300px]]<br />
* Missions at the beginning of each month are the most dangerous since usually new aliens will be [[Alien Deployment (EU2012)#Species Deployment|introduced]], as described on the previous table. <br />
* [[The Council (EU2012)#Council Missions|Council]] and EXALT missions can be some of the hardest during the early months, specially the Bomb Disposal ones. However, after you start upgrading to Lasers/Carapace and get the Squad Size upgrades, they'll be more easy and ideal to train rookies. <br />
* Terror Sites and Large UFOs will always contain the biggest (and more dangerous) aliens such as Cyberdiscs, Berserkers and Sectopods so keep an eye for those. <br />
* The [[Slingshot DLC (EU2012)|Slingshot]] and [[Progeny (EU2012)|Progeny]] campaigns can be very brutal when first played but after you've [[Map Tables (EU2012)|learned]] the locations of the scripted appearances of aliens their difficulty is reduced. <br />
* Abductions depend a lot on the [[Maps (EU2012)|map]]. Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover. However, you won't know which map you'll get until the Skyranger lands and it's too late to change anything. <br />
* Abductions will also be rated by their difficulty level, which is dependent on the number of aliens present during the mission. <br />
* [[Storyline Missions (EU2012)|Storyline missions]] are usually the hardest ones of the entire game.<br />
<br clear="all"><br />
====Rewards/Salvage====<br />
[[File:Salvage (EU2012).png|right|300px]]<br />
* Depending on the difficulty level and if playing the Enemy Within DLC, all choices can be important when deciding which country to help during [[Alien Abductions (EU2012)|Abductions]]. <br />
** In order to have full satellite coverage, credits and engineers should be your preference. If full coverage isn't important, you will probably prefer engineers until you no longer need more for buildings or tech. <br />
** Soldiers can be critical to unlock the [[OTS (EU2012)|OTS]] or replace KIAs. <br />
** Scientists can be useful to speed up research.<br />
* [[UFOs (EU2012)|UFO]] missions allow you the chance to recover big amounts of alien artifacts, which are required to research and build all of the advanced projects. Intact craft will give more resources, but they'll also have more aliens. <br />
* Council mission [[The Council (EU2012)#Council Mission Rewards|rewards]] depend on the specific mission. Overall, the rewards are always useful but you can't count on getting what you specifically need at the moment. Some Council missions can also be very hazardous, specially in the early game. <br />
* The loot from the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission can be critical if you're running low on alien salvage. <br />
* Slingshot and Progeny will provide major rewards if the missions on their campaigns are completed.<br />
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<br />
==Game Progression==<br />
As the game's timeline advances, certain decisions will be required in order to be able to achieve your goals. This is a summary of the major decisions that need to be taken at certain periods of the game, according to your overall strategy. <br />
===Early Game (March - May)===<br />
During the first months there are several needs that need to be addressed: <br />
# Keeping [[Panic (EU2012)|panic]] under control.<br />
# Building up your [[Squad (EU2012)|squad]] to win key missions. <br />
# Advancing your [[Research (EU2012)|research]] to avoid being outgunned by the alien's escalating tech levels. <br />
# Securing credits and personnel to build key items and facilities. <br />
<br />
Later, after you've kept panic in control, the focus turns towards progressing through the [[Storyline (EU2012)|Storyline]]. Most strategies deal mainly with the first months, since those are largely considered to be the most decisive of the game.<br />
<br />
This period has several key events initially taking place:<br />
* The starting mission, either the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] or an Abduction mission.<br />
** Maps with better cover and elevations are usually easier than more open maps. <br />
* The 2nd [[Alien Abductions (EU2012)|Abduction]] mission.<br />
** On the Classic and Impossible difficulties, this mission is usually harder than the 1st mission, due to larger number of aliens. <br />
* The [[Small Scout (EU2012)|Small Scout]] on the 1st UFO mission. <br />
** If it is deliberately ignored a [[Large Scout (EU2012)|Large Scout]] will appear afterwards with a Destroy Satellite mission but, if shot down it will bring more [[Alien Artifacts (EU2012)|salvage]] than the Small Scout. <br />
* The 1st Council [[The Council (EU2012)#Council Missions|mission]].<br />
** The entry of [[Thin Man (EU2012)|Thin Men]] with their exceptional mobility, aim and poisonous attack. <br />
** Bomb Disposal missions can be literally impossible to win and dependent on extreme luck.<br />
** If activated, the first missions of the [[Progeny (EU2012)|Progeny]] and [[Slingshot DLC (EU2012)|Slingshot]] campaigns take place instead. <br />
* The 1st [[ (EU2012)| ]]Terror mission (April).<br />
** [[Chryssalid (EU2012)|Chryssalids]] and Zombies will appear for the 1st time. <br />
* The appearance of [[Muton (EU2012)|Mutons]] (with Light Plasma Rifles) and [[EXALT (EU2012)|EXALT]] in May.<br />
* The flyover of the 1st [[Abductor (EU2012)|Abductor]] in May.<br />
<br />
There are at least 4 main strategies to reach the game's objectives while navigating through the early months: Satellite Rush, Alien Base Rush, Panic Control and Satellite Crawl. Check below for details on them. <br />
<br />
===Mid Game (June - August)===<br />
After surviving the initial months and with panic under control, the choices of the mid game are usually to attack the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] (if it hasn't been done before) and shoot down and [[Storyline Missions (EU2012)#Crashed Overseer UFO|assault]] the Overseer UFO and capture the [[Psi Link (EU2012)|Ethereal Device]] during this period. <br />
<br />
The main factor that determines the speed of the mid game are Research times for advanced weapons and armor and/or and having enough credits, Weapon Fragments, Alien Alloys, Elerium or Meld to build whatever is required in Engineering.<br />
The regular highlights of this period are: <br />
* The large appearances of Mutons (with Plasma Rifles) and [[Cyberdisc (EU2012)|Cyberdiscs]] in June.<br />
* The first appearance of [[Berserker (EU2012)|Berserkers]] in July, on all types of missions except Council ones. EXALT Elites will also appear during this period. <br />
* The first appearance of [[Heavy Floater (EU2012)|Heavy Floaters]] in August.<br />
* The Abductor and [[Supply Barge (EU2012)|Supply Barge]] UFOs appearing regularly, with Landed Abductors in June and Supply Barges in the months afterwards.<br />
<br />
The main points to look for are:<br />
* To keep an eye on the Doom Tracker and prevent an accidental loss of a country (and possibly the game) through a failed Terror Site or a [[Battleship (EU2012)|Battleship]] shooting down a satellite. <br />
* To develop plasma weapons and armor (Titan onwards) to deal with the more armored alien units that start appearing.<br />
* To complete the necessary [[Foundry (EU2012)|Foundry]] and [[OTS (EU2012)|OTS]] projects. <br />
* To develop and deploy Plasma Cannons and the [[Firestorm (EU2012)|Firestorm]] to shoot down the larger UFOs.<br />
* To secure enough alien resources (Alloys, Elerium, etc.) to build/research all of the previous.<br />
* Usually, this is a stage where a player may want to build Workshops and Laboratories to help on the way.<br />
<br />
===Late Game (September onwards)===<br />
The main objectives are still those of the previous game stage, with the addition of conducting the final mission ([[Storyline Missions (EU2012)#Temple Ship Assault|Temple Ship Assault]]). The duration of this period will depend on the player's choice on how much further it wants to keep playing before taking the Storyline missions. It is possible to choose not to build the Alien Containment and capture the 1st alien or assault the Alien Base until September or even later. <br />
<br />
The main changes are the introduction of [[Sectopod (EU2012)|Sectopods]], [[Muton Elite (EU2012)|Muton Elites]] and Battleships in September. It is also common for the [[EXALT Base Raid (EU2012)|EXALT Base Raid]] to take place in September due to the number of clues required to detect the country that is harboring their HQ.<br />
<br />
==Specific Strategies==<br />
===Satellite Rush===<br />
Satellite Rush deals with panic by aiming to build a 2nd Satellite Uplink on March, along with 4 satellites, and later to construct at least 1 more Uplink on April, in order to get 8 countries covered by satellites and strongly reduce the possibility of them leaving the Council. Later, the player may choose to get a 4th Uplink to cover 4 more nations with satellites or control panic through other means. <br />
<br />
Since panic control will be achieved through satellite deployment, the criteria to choose between Abduction missions is usually to go for engineers (to reduce satellite construction costs) or credits (to pay for satellites and Interceptors to defend them, Workshops and Uplinks). This strategy can work better with a North America or Africa start. North America reduces interceptor cost and Africa increases further the income received from satellite deployment. <br />
<br />
More details: [[Satellite Rush (EU2012)|Satellite Rush Strategy]]<br />
<br />
===Alien Base Rush===<br />
With this strategy the focus is on research to assault the Alien Base on April for the worldwide panic reduction that takes place afterwards. The main milestones to achieve this are:<br />
* The building of the Alien Containment facility and the Arc Thrower to capture the 1st alien and the Outsider<br />
* Getting 10 extra engineers (for a total of 15) in order to be able to build the [[Skeleton Key (EU2012)|Skeleton Key]] to unlock the Alien Base Assault. <br />
* Optional research includes developing Laser weapons and Carapace armor to help during the assault, as well as OTS and Foundry updates. <br />
<br />
The choice between Abduction rewards is to go either for engineers (to reach the minimum to build the Skeleton Key) or scientists (to speed up key research). A South America start is usually the best one since the We Have Ways bonus (immediate interrogations/autopsies) and early construction of the Alien Containment + Arc Thrower allows you to quickly complete key research steps. Other possible continents are Europe, to build Laboratories/Workshops in order to speed research or get the required engineers, or Asia to pay for the OTS/Foundry upgrades to equip the squad for the base assault.<br />
<br />
More details: [http://forums.2k.com/showthread.php?243756-April-Base-Rush-A-Guide original post at 2K forums]<br />
<br />
===Panic Control===<br />
This strategy can either be used from the start or as back up plan in case something went wrong with the 2 previous strategies. During the first 2/3 months the main steps to control panic are:<br />
* To choose the Abduction missions according to the country/continent panic situation and not the rewards.<br />
* Disregard the continental bonuses when launching satellites in order to prevent countries with a level 5 panic from leaving.<br />
<br />
With this strategy, at the beginning of May you'll have 5/6 countries that left the Council and usually it will be required at that point that you build additional Uplinks or to assault the Alien Base to prevent losing the game due to more defections. The risk with this strategy is that to lose a single Abductions or Terror Site can have catastrophic effects, so you need to keep a decent squad prepared for all missions. <br />
<br />
Due to the limited choice on Abduction rewards, the emphasis should be to maximize the use of what is given: scientists speed up research, engineers lower build costs and certain numbers are required to build some items, soldiers can unlock OTS upgrades be replacements for casualties, and credits are most welcome since you won't be receiving much of those through funding. This strategy can be applied from all continents, but Asia is usually the best since it reduces the cost of squad upgrades.<br />
<br />
More details: Flexible Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?245286-Flexible-Strategy-for-Impossible-Ironman original post at 2K Forums]<br />
<br />
===Satellite Crawl===<br />
* Slow Sat Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?185971-The-Slow-Sat-Strat-Maximizing-Your-Chances-in-Impossible-Ironman original post at the 2K forums]<br />
* Satellite Crawl (Impossible/Ironman) - [http://forums.2k.com/showthread.php?406751-Satellite-Crawl-An-Alternative-I-I-Strategy original post at the 2K forums]<br />
<br />
===Other Specialized Strategies===<br />
* Uber Squad (Impossible) - [http://forums.2k.com/showthread.php?259376-Impossible-Uber-Squad-Strategy original post at 2K forums]<br />
* All 16 Countries Up (Impossible/Ironman) - [http://forums.2k.com/showthread.php?167711-Finally-Got-All-16-Countries-Up-on-Impossible-Ironman-5-Months-In-Tips original post at the 2K forums]<br />
<br />
=== Articles===<br />
* Why South America Still Sucks - [[http://forums.2k.com/showthread.php?393816-Why-South-America-Still-Sucks-A-Thesis&highlight=strategy original post at the 2K forums]]<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Guides (EU2012)]]<br />
[[Category:Strategy Guide (EU2012)]]<br />
<br />
==See Also==<br />
* [[Building Optimization]]<br />
* [[Economy]]<br />
* [[Panic (EU2012)|Panic]]<br />
* [[Air Combat (EU2012)|Air Combat]]<br />
* [[Storyline Missions (EU2012)|Storyline Missions]]<br />
* [[Satellite Rush (EU2012)|Satellite Rush Strategy]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Site_Recon_(EU2012)&diff=111449Site Recon (EU2012)2022-08-29T00:47:09Z<p>Oathed: and also</p>
<hr />
<div>{{Ref Open | title = Mission Intro, Brief & Objectives }}<br />
[[File:Site Recon (EU2012).png|200px|right|]]<br />
Our sources report a developing incident in Newfoundland, up the coast from St. John's. A fishing village has gone dark; reports from intel sources suggest alien involvement. We should send in a team to investigate the site and figure out what happened.<br />
<br />
The fishing village still shows no signs of life. The nature of the aliens' involvement is unknown, as is the type and level of resistance. Extreme caution is warranted.<br />
*Investigate the site<br />
*Identify and eliminate all opposition<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br />
'''Notes'''<br />
*This mission involves a [[Chryssalid (EU2012)|Chryssalid]] hive. <br />
*Site Recon is always the first [[The Council (EU2012)|Council]] mission after you fight Chryssalids for the first time, during your first playthrough of EW, (in other words: anytime after your first [[Alien Terror (EU2012)|Terror]] mission). In later playthroughs it becomes a random Council [[Missions (EU2012)#Council Missions|mission]], although still limited so that it won't appear before your first Terror Mission.<br />
**The lone Chryssalid in [[Friends in Low Places (EU2012)|Friends in Low Places]] of the [[Slingshot DLC (EU2012)|Slingshot DLC]] on easy doesn't count towards your next council mission becoming Site Recon. {{Verify}}<br />
**On normal or above, however, it does.<br />
*To complete the mission you'll need to move a soldier to the ship's bridge and activate the transponder. Afterwards your squad will have 8 turns to get back to the [[Skyranger (EU2012)|Skyranger]] deployment zone. Any soldiers left outside after that timer will be killed by the air strike that will take place afterwards. <br />
*As the whole area is carpet-bombed into oblivion, you will ''not'' be receiving a massive surplus of Chryssalid [[Chryssalid Corpse (EU2012)|corpses]] for sale and resources.<br />
*You will only face Chryssalids and Zombies on this mission. Equip accordingly.<br />
*The Council reward is Panic reduction for Canada.<br />
<noinclude><br />
'''Tactics'''<br />
*There are a few scattered [[Zombie (EU2012)|Zombies]] along the way; best to destroy them, lest you get blindsided by a Chryssalid coming from behind, such as the one in the first large building, and another outside "inland" from it in a narrow corridor.<br />
*Any hanging fish/sharks may also release the Krak-- Chryssalid. Some may wait until the transponder activation and trigger on your way out.<br />
**You can preemptively destroy the hanging fish/sharks with a cover destroying attack (grenades, [[MEC Trooper (EU2012)|MEC]]'s Collateral Damage, etc.) to kill the Chryssalids inside (MEC Flamethrowers only work if the fish is on the ground, while Kinetic Punch works on the hanging ones).<br />
**Chryssalids can't attack on the turn they hatch.<br />
* When going for the transponder, send a unit or two to the transponder and have the rest cover the ship's hold. The Chryssalids will only spawn one at a time for the first few turns, so you should have no trouble at first killing them as they appear.<br />
* If you wait for several turns before you activate the transponder, the flood of Chryssalids will eventually trickle and stop. Afterwards move a soldier to the transponder and on the next turn you'll be able to activate it and get out of the ship without any bugs hassling you on the way. <br />
* You shouldn't have too much trouble reaching the extraction zone in the time allowed, but you'll still need to do a lot of dashing.<br />
* Remember there's nothing but Chryssalids here so you don't need to use cover as you run.<br />
** The bugs and the walkers don't use cover either; so bring your heavy hitters, even if their aim isn't as good.<br />
** Anyone with Overwatch-related abilities, such as Opportunist, Close Combat, and Sentinel will really shine in this mission--- watch those ammo levels, though.<br />
* Chryssalids spawn at the ship in increasing numbers as time goes on - luckily you should be at the extraction zone before the waves that spawn 3 at a time can catch up to you.<br />
** Keep your [[Squads (EU2012)|squad]] together unless you're really short on time. If you let some soldiers fall behind and they have to spend actions defending themselves, it'll only cost you more time.<br />
* You're only fighting Chryssalids and you don't get any [[Alien Artifacts (EU2012)|artifacts]] at the end anyways. Have fun with those explosives, Commander!<br />
<br />
<br><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Oathedhttps://www.ufopaedia.org/index.php?title=Storyline_Missions_(EU2012)&diff=111448Storyline Missions (EU2012)2022-08-28T23:19:58Z<p>Oathed: /* Notes */ then</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 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 />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Strategy Guide (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=111447Classic Ironman An Army Of Four (EU2012)2022-08-28T21:20:52Z<p>Oathed: /* Known Difficult Missions */ stop</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-13 - Small Scout UFO. If you let the first UFO go, you get a Medium Scout UFO. This likely but not always means you only have money from the first mission to purchase Satellites with the first month, but you'll have a lot more cash and kills at the end of the month. Unfortunately, the average time between Small initial and follow-up Medium is ~4-5 days, so if you're looking for that perfect first month with a Medium UFO in time to buy Satellites by Day 11, you will reroll ''a lot''.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or you didn't down a UFO by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible. Council Report<br />
<br />
*Second Month: Remember, there is one less day in April than March, meaning the Workshop has to be up by Day 6 (unless you have enough Engineers for Uplink), all Satellites be bought by Day 10, Power by Day 11, Satellite Uplink by Day 16 etc. This month is ideal for letting Small UFOs go in peace.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing & Bottlenecks ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
Weapon Fragments tend to be bottlenecks in the late game for research. Sell these last unless you have a very specific reason.<br />
<br />
3 Floater Corpse for one Defense Matrix (Dodge), which you will only likely need once. <br />
<br />
2 Cyberdisc Wreck for one UFO Tracking (Boost), which you will only likely need once. <br />
<br />
3 Sectoid Corpse for one Uplink Targeting (Aim), which you will only likely need once. <br />
<br />
4 Thin Man Corpse for Improved Medikit. <br />
<br />
4 Drone Wreck for Improved Arc Thrower. <br />
<br />
6 Muton Corpse for Ammo Conservation.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler. Or just stop trying to Ironman this. It's not worth it.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&diff=111445Gene Mods (EU2012)2022-08-28T12:47:28Z<p>Oathed: /* Adrenal Neurosympathy */ bug</p>
<hr />
<div>[[Image:Custodiam (EU2012).png|right|100px|Translation: "To Change the Custodians"]]<br />
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].<br />
<br />
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). <br />
<br clear="all"><br />
'''Gene Modding'''<br />
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]<br />
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.<br />
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). <br />
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.<br />
<br clear="all"><br />
<noinclude><br />
==Genetics Lab Projects==<br />
===Brain===<br />
====Neural Damping====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 20 [[Meld (EU2012)|Meld]] ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.''<br />
|}<br />
<br />
* Good on soldiers with low will who spend a lot of time in the thick of it.<br />
* Also useful for units that may be able to demolish your unit from within, (such as Shotgun [[Assault (EU2012)|Assaults]] or [[Heavy (EU2012)|Heavies]] packing [[Blaster Launcher (EU2012)|Blaster Launchers]]) or for units that are tactically critical (such as whoever's packing the [[Arc Thrower (EU2012)|Arc Thrower]]).<br />
====Neural Feedback====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|-<br />
|align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 [[Meld (EU2012)|Meld]] ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.''<br />
|}<br />
* The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will & [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage [[Ethereal (EU2012)|Ethereals]] and [[Sectoid Commander (EU2012)|Sectoid Commanders]]. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.<br />
===Eyes===<br />
====Hyper Reactive Pupils====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Hyper Reactive Pupils'''<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''<br />
|-<br />
|}<br />
* The bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.<br />
* Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this mod. <br />
* Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.<br />
<br />
====Depth Perception====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 [[Meld (EU2012)|Meld]] ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.<br />
|-<br />
|}<br />
* Best used in units that regularly use height advantage for shots, like [[Sniper (EU2012)|Snipers]].<br />
* On a Damn Good Ground Sniper, with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...<br />
===Heart===<br />
====Secondary Heart====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 [[Meld (EU2012)|Meld]] ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''.<br />
|}<br />
* Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].<br />
====Adrenal Neurosympathy====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§25, 10 [[Meld (EU2012)|Meld]] ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.''<br />
|-<br />
|}<br />
<br />
* Gives +10 Aim, +5 Critical Chance and +2 extra [[Movement (EU2012)|movement]] points.<br />
* Combat Rush lasts for two turns. While active, soldiers without helmets on will exhale orange smoke, like the [[Muton (EU2012)|Mutons]].<br />
* Combat Rush does not always trigger on soldiers in cover relative to the unit releasing the pheromones. (In other words, it works similarly to Needle Grenades).<br />
* You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns ''per soldier''. However, the bonus cannot "stack", so don't expect your squad to have more than one "Combat Rush" active.<br />
* Combat Rush also immediately removes panic from affected soldiers similar to Psi Inspiration.<br />
* Does not (always?) trigger on a Rocket kill by a [[Heavy (EU2012)]] soldier.<br />
<br />
===Skin===<br />
====Bioelectric Skin====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Bioelectric Skin'''<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 [[Meld (EU2012)|Meld]] ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''<br />
|-<br />
|}<br />
* Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct "electrical sphere" signals nearby.<br />
<br />
====Mimetic Skin====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§75, 35 [[Meld (EU2012)|Meld]] <small>(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])</small><br />§150, 65 [[Meld (EU2012)|Meld]] ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.''<br />
|-<br />
|}<br />
<br />
* In practice: be out of Line of Sight of an enemy, then move to '''full''' [[Cover (EU2012)|cover]]: soldier will essentially switch to Ghost/Stealth mode before moving. Moving while concealed with any enemies within line of sight of that unit will reveal the soldier, regardless of what cover is moved to/from.<br />
* While cloaked, the soldier receives +30 Critical Chance to any shots fired.<br />
*Soldiers with Low Profile can utilize Low Cover to conceal, making this ability all the more useful. Works great for high level Snap Shot [[Sniper (EU2012)|Snipers]]!<br />
* You ''cannot'' use [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Ghost Armor (EU2012)|Ghost Armor]]'s Stealth mode on a soldier with Mimetic Skin. However, you can, and probably still should equip it with Ghost Armor, at least for the move bonus and the Grapple.<br />
* Unlike Ghost Armor or Grenade, where the stealth effect wears off after a turn, a Mimetic Skin soldier will stay cloaked as long as the soldier doesn't leave cover in sight of an alien. This can be used to place a scout to keep an eye on a group of several aliens and then take your time bringing them down over several turns with Squadsight Snipers or any other means. The disadvantage is that the scout can't move or engage any of the aliens without exposing themselves, meaning a reduction on your [[Squads (EU2012)|squad]]'s firepower.<br />
* An excellent choice for your Covert Agent, as they cannout equip any health-boosting equipment.<br />
* Meld/Credit cost updated in [[Patches_(EU2012)#2014-02-26|Febuary 2014 patch]].<br />
*Actions that do not drop stealth mode include:<br />
**Going into Overwatch (but ''firing'' an Overwatch shot will-- and since it'll be whichever alien moved first, his two buddies will be free to fire upon you<br />
**Tossing a Flashbang<br />
**Tossing a Mimic Beacon (does not work on unactive alien squads)<br />
**Reloading the soldier's weapon<br />
**Applying a Medikit<br />
**Psi Inspiration<br />
<br />
*Note that [[Sectopod (EU2012)|Sectopods]] can remove stealth when scanning, and cover that is on fire can disappear, revealing the stealthed unit. There is also a bug (?) where an alien tries to move into or through the stealthed unit's square, which reveals the unit. See Steam screenshot at http://steamcommunity.com/sharedfiles/filedetails/?id=238289278<br />
<br />
===Legs===<br />
====Muscle Fiber Density====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Muscle Fiber Density'''<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 [[Meld (EU2012)|Meld]] ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.'' <br />
|-<br />
|}<br />
* Equally useful as the [[Skeleton Suit (EU2012)|Skeleton]]/[[Ghost Armor (EU2012)|Ghost Armor]]'s grapple, somewhat less than [[Archangel Armor (EU2012)|Archangel]]'s flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].<br />
* Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a [[Covert Operative (EU2012)|Covert Operative]] can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.<br />
====Adaptive Bone Marrow====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" |'''Adaptive Bone Marrow'''<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 [[Meld (EU2012)|Meld]] ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''<br />
|-<br />
|}<br />
* Stacks with the [[OTS (EU2012)|OTS]]'s Rapid Recovery causing soldiers to recover even faster from injuries.<br />
* Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).<br />
* Resolves at the end of the XCOM turn. So be careful with badly wounded units if dealing with robots or enemies on Overwatch.<br />
* To get the maximum use of this gene mod, wait until the soldier fully self regenerates before applying any [[Medikit (EU2012)|Medikit]] or [[MEC-2 Sentinel (EU2012)|Restorative Mist]] over him/her.<br />
<br />
==EXALT Gene Mods==<br />
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. <br />
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.'' <br />
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same Gene Mod as described above. <br />
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by 25%.''<br />
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]<br />
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' - ''Confers +10 Aim and +10% critical chance.''<br />
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.<br />
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' - ''This unit and all nearby allies are healed for 1 health each turn.''<br />
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].<br />
**Will affect XCOM troopers if you Mind Control these units.<br />
<br><br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br clear="all"><br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Confounding_Light_(EU2012)&diff=111444Confounding Light (EU2012)2022-08-28T12:21:43Z<p>Oathed: /* Description */ 4</p>
<hr />
<div>== Description ==<br />
Confounding Light is an Council [[Missions_(EU2012)|mission]]. This mission will be available sometime after the player completes the mission [[Friends_in_Low_Places_(EU2012)|Friends In Low Places]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. <br />
<br />
'''Mission Objectives:'''<br />
*''You have '''10 turns''' to complete the mission''<br />
*Place 4 navigation transponders throughout the train.<br />
*Activate the trains drive system from the control room.<br />
<br />
== Start ==<br />
[[File:ConfoundingLight01.png|center|300px]]<br />
== Tactics ==<br />
This mission takes place inside a unique Chinese train station map complete with a high speed commuter train. The squad starts out in the corner of the map nearest the train's back end. Located inside each of the train's four cars is a location where a transponder must be placed. <br />
<br />
The alien forces in encountered in this mission consist primarily of [[Thin_Man_(EU2012)|Thin Men]] who are present on the map at the start of the mission. Additionally [[Muton_(EU2012)|Mutons]] are air-launched from the [[UFOs_(EU2012)#Battleship|battleship]] (on a beam of light, possibly referencing the 1994 game's intro movie) as the mission progresses, particularly after placing a transponder. Like airdropped Thin Men, the Mutons will go into [[Overwatch_(EU2012)|Overwatch]] when they land.<br />
<br />
To complete the mission, all that is required is to place the 4 transmitters, and get 1 soldier into the conductor's cabin at the front of the train: aliens can still be on screen, and will disappear once a soldier is in the highlighted area. You can take advantage of this by having your trooper with the highest move be ready to make a dash for it before placing the last transmitter.<br />
<br />
This mission presents a unique challenge in that it has a finite time limit of 10 turns; activating transponders does not extend the time limit like deactivating power nodes do in [[Missions_(EU2012)#Bomb_Disposal|Bomb Disposal missions]]. The player must take care to advance quickly enough to place all four transponders and reach the train drive console within this time limit.<br />
<br />
* As you can have Mutons appearing as early as in the first half of second month, capturing/interrogating one can thus get you an early lead on Plasma Weapons research.<br />
* Also note that, at the low level you may be at, it makes it VERY likely you'll have to deal with panicking soldiers from the Muton's Intimidate ability.<br />
* It might not be worth spending time killing aliens: perhaps have a low-value soldier act as the Rear Guard, using Overwatch or Hunkering Down and keeping the pursuing aliens busy, while the rest of your team makes forward progress.<br />
* The following mission, [[Gangplank_(EU2012)|Gangplank]], can appear as soon as a few days after the successful completion of this one. As this is the most likely (guaranteed) of the 3 DLC missions to severely injure your soldiers, plan accordingly on who to send for which mission.<br />
* Transponders can, as with Meld containers and bombs, be interacted with only from any of the four squares directly adjacent and not on a diagonal. This means they can be activated from the outside of the train in some places, including one place which gives high cover.<br />
<br />
<br />
PREPARATION<br />
* Note that the instant all four transponders are activated and a soldier steps into the designated area in the front of the train, the mission is over. This means units with the Sprinter, Lightning Reflexes and/or Run & Gun abilities are supremely well suited to this mission.<br />
* It may be worth your while to draw the attention of aliens with one or two units while others push forward, meaning a damage-soaking unit may be useful.<br />
* An excellent place to camp a Squadsight Sniper is behind the air conditioner unit on the rearmost car's roof: all Mutons will drop in line-of-sight, and the limited cover inside the train means most Thin Men will move in range, as well. During the pre-mission screen you should place the Sniper on the foremost position (3rd from the left) - this will allow him/her to dash and reach this location on the roof on the 1st turn. <br />
**Watch their ammo levels, though.<br />
* The best advantage you can get is having Squad Size I and II: having more soldiers to give and take damage gets you through the train much faster.<br />
* As the Enemy Within DLC moves this mission to May, it will be significantly easier, particularly if you have an armored, poison-immune MEC Trooper taking the lead.<br />
<br />
== End ==<br />
[[File:ConfoundingLight02.png|center|300px]]<br />
Additionally, completing the mission awards the player with the "Bait the Hook" [[Achievements_(EU2012)|Achievement]] and the "All Aboard" Achievement if completed with more than 3 turns left on the time.<br />
<br />
==See Also==<br />
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]<br />
* [[CnfndLight (EU2012)|Confounding Light (Map)]]<br />
<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]<br />
[[Category: Missions (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Portent_(EU2012)&diff=110983Portent (EU2012)2022-08-14T18:18:05Z<p>Oathed: /* Tactics */ aliens</p>
<hr />
<div>{{Ref Open | title = Mission Intro, Brief & Objectives }}<br />
[[File:Portent (EU2012).png|200px|right|]]<br />
The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the ''cargo'' being moved. We'll need a squad to investigate; Central should have our complete report momentarily.<br />
<br />
A French military convoy was caught in an ambush. The convoy's current status is unknown. Be prepared for anything.<br />
*Investigate the area of operations<br />
*Locate and secure any survivors as well as the convoy's cargo<br />
*Eliminate any remaining opposition<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<noinclude><br />
==Notes==<br />
* Council Reward:<br />
** §150<br />
** 1 Scientist<br />
** 1 Engineer<br />
<br />
==Tactics==<br />
* Essentially a "Locate/Rescue the VIP" [[Extraction (EU2012)|Extraction]] mission:<br />
** [[Thin Man (EU2012)|Thin Men]] appear as seeded, and airdropped enemies, two immediately upon talking to the survivor, followed by several more Thin Men and one Sectoid as you move the survivor closer to the extraction point. <br />
** The VIP will be an unarmed, non-hostile, and (surprisingly) cooperative [[EXALT (EU2012)|EXALT ]]survivor. He'll verbally taunt you the whole trip back, though.<br />
* After the VIP is rescued, enemies will drop in static locations and only as the VIP moves closer to excavation zone. Keep VIP back without moving forward, if you need a breather between reinforcements.<br />
* If the VIP isn't successfully rescued you won't gain any bonus or research opportunities and you'll never hear about the VIP again.<br />
<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
[[Category:Progeny (EU2012)]]<br />
</noinclude></div>Oathedhttps://www.ufopaedia.org/index.php?title=Mods_(OpenXcom)&diff=106378Mods (OpenXcom)2022-02-24T03:01:46Z<p>Oathed: /* The Hybrid Mod. */ 40k for OpenXcom</p>
<hr />
<div>So you finally got tired of the vanilla experience? ''(shame on you)''<br />
<br />
Don't worry, there's dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you're interested in making your own, check [[Customizing (OpenXcom)|Customizing]].<br />
<br />
== Standard Mods ==<br />
<br />
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]]. Here's a brief description of what's included:<br />
<br />
* '''Aliens Pick Up Weapons''': The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).<br />
* '''Limit Craft Item Capacities''': Limits the number of items you can take on a craft to 80, just like in the original X-COM.<br />
* '''PSX Static Cydonia Map''': Uses the Cydonia map from the PSX version of X-Com: UFO Defense.<br />
* '''UFOextender Gun Melee''': Adds a stun melee attack to every weapon (called ''Stun Fest'' in UFOextender). The TU/Damage is based on the weapon's class: <table {{StdCenterTable}}><tr {{StdDescTable_Heading}}><th align="left">Weapon Class</th><th width="90">Stun Damage</th><th width="75">TU %s</th></tr><tr><th align="left">Pistols</th><td>20</td><td>15</td></tr><tr><th align="left">Rifles and Small Launcher</th><td>50</td><td>40</td></tr><tr><th align="left">"Heavy" weapons and Auto-Cannon</th><td>65</td><td>50</td></tr><tr><th align="left">Launchers</th><td>80</td><td>80</td></tr><tr><th align="left">Stun Rod (unchanged)</th><td>65</td><td>30</td></tr></table><br />
* '''UFOextender Psionic Line of Fire''': Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.<br />
* '''UFOextender Starting Avalanches''': All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.<br />
* '''XcomUtil Always Daytime''': Forces all ground missions to daytime. Not compatible with the mod below.<br />
* '''XcomUtil Always Nighttime''': Forces all ground missions to nighttime. Not compatible with the mod above.<br />
* '''XcomUtil Fighter Transports''': Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.<br />
* '''XcomUtil High Explosive Damage''': Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.<br />
* '''XcomUtil Improved Ground Tanks''': Gives ground [[Tank]]s the same stats as Hovertanks.<br />
* '''XcomUtil Improved Heavy Laser''': Increases the damage and accuracy of the [[Heavy Laser]].<br />
* '''XcomUtil No Psionics''': Removes all Psi tech from the game, both X-COM and alien.<br />
* '''XcomUtil Pistol Auto Shot''': Gives the standard-issue [[Pistol]] an auto shot.<br />
* '''XcomUtil Skyranger Weapon Slot''': Gives the [[Skyranger]] a craft weapon slot.<br />
* '''XcomUtil Starting Defensive Base''': Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.<br />
* '''XcomUtil Starting Improved Base''': Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.<br />
* '''XcomUtil Starting Defensive Improved Base''': Combination of the two mods above.<br />
* '''XcomUtil Statstrings''': Soldiers get [[Statstrings]] added to their names based on their stats.<br />
<br />
== Downloading & Installing ==<br />
<br />
However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:<br />
<br />
* [https://openxcom.mod.io/ OpenXcom Mod Portal]<br />
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]<br />
<br />
=== Installing Mods for 1.0 ===<br />
<br />
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.<br />
<br />
=== Installing Mods for the Nightly Version ===<br />
<br />
* Extract the mod to a new folder under your mods folder<br />
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are<br />
** If the mods directory doesn't exist, start OpenXcom once and quit and check again<br />
** WinZip has an "Extract to" option that creates a directory whose name is based on the archive name.<br />
** It doesn't really matter what the directory name is as long as it is unique.<br />
<br />
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out. For example, if you extract a mod to <user folder>/mods/LulzMod and you see something like:<br />
<br />
mods/LulzMod/data/TERRAIN/<br />
mods/LulzMod/data/Rulesets/<br />
<br />
and so on, just move everything up a level so it looks like:<br />
<br />
mods/LulzMod/TERRAIN/<br />
mods/LulzMod/Rulesets/<br />
<br />
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!<br />
To upgrade a mod, just delete the folder and replace it with the new version. <br />
<br />
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]<br />
<br />
== Enabling New Mods ==<br />
<br />
If you did everything correctly, you should now find your mod listed in-game in the Options > Mods section. If it's not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.<br />
<br />
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.<br />
<br />
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.<br />
<br />
== User Mods ==<br />
<br />
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:<br />
<br />
=== Final Mod Pack ===<br />
This is a "megamod": a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.<br />
<br />
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]<br />
<br />
=== The X-Com Files ===<br />
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!<br />
<br />
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]<br />
[https://openxcom.mod.io/the-x-com-files Download Link]<br />
<br />
=== Hardmode Expansion ===<br />
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.<br />
<br />
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn't have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.<br />
<br />
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.<br />
<br />
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum Link] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum Link], [https://github.com/hellrazor4223/hardmode-expansion/releases/tag/0.99.3 Github link], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion], [[Hardmode|Wiki Link]]<br />
<br />
=== Piratez (or X-Piratez) ===<br />
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. <br />
<br />
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]<br />
<br />
=== Area 51 ===<br />
Area 51 is an expansion that aims to enlarge the original game's experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.<br />
<br />
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet's defense, transport, manufacturing and research facilities that support the Earth's armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.<br />
<br />
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.<br />
<br />
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.<br />
<br />
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]<br />
<br />
=== The Hybrid Mod. ===<br />
<br />
This mod will enable you to play both UFO and TFTD in a single campaign in one game, instead of two games. First you play the UFO campaign as per normal, then TFTD, once the brain is destroyed on Cydonia.<br />
<br />
Main feature of this mod is the Hybrid Globe, you can access both UFO and TFTD Terrain, all their weapons and Aliens from both game.<br />
<br />
You can recover crash UFOs from the sea, use crafts from both game and more.<br />
<br />
https://www.moddb.com/mods/hybrid-mod-version-29-for-openxcom<br />
<br />
=== 40k for OpenXcom ===<br />
<br />
This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet besieged by Chaos, you must find a way to end the Warp Storm and purge your world!<br />
<br />
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums<br />
<br />
https://openxcom.mod.io/40k<br />
<br />
[[Category:OpenXcom]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Sharpshooter_(XCOM2)&diff=72775Sharpshooter (XCOM2)2016-10-31T15:18:39Z<p>Oathed: /* Abilities */ 2</p>
<hr />
<div>The '''Sharpshooter''' engages enemy targets with pinpoint accuracy from extreme range. They are also trained in pistol marksmanship for the occasional close encounter. The Sharpshooter is the successor to the [[Sniper (EU2012)|Sniper]] class.<br />
<br />
:'''Primary Weapon''': Sniper Rifle<br />
:'''Secondary Weapon''': Pistol<br />
<br />
==Role==<br />
<br />
The Sharpshooter has perhaps the two most distinct roles of the games classes, that significantly alter their playstyle and function. Their signature ability is Squadsight, which allows them to fire on targets outside of their vision range with their sniper rifle.<br />
<br />
Their first tree, Sniper, is dedicated to dealing single, high-damage shots with their Rifle from an extreme distance, preferably from a vantage point. Key abilities expand their function in this role, allowing them to risk hit chance for single, extreme-damage shots that punch through armour, allow Overwatch to function from their range, and later on, to designate an entire area for them to take repeated overwatch shots into, potentially decimating entire pods.<br />
<br />
Their second tree, Gunslinger, focuses instead on their pistol, which by contrast deals multiple low-damage shots from the center of combat. Many of the Gunslingers abilities increase the amount of times the pistol can be fired in a round, with high-rank gunslingers regularly spitting out five shots per round. This gives them great potential damage output in the right situations.<br />
<br />
<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="30%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | '''Squadsight''' <br/> ''You can target enemies within squadmates' sight, provided there is a line of sight to the target.''<br />
|- align="center"<br />
! width="10%" | Specialization<br />
! width="30%" | Sniper<br />
! width="30%" | Gunslinger<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| width="30%" | '''Long Watch''' <br/> ''Allows Overwatch to trigger with Squadsight.'' <br />
| width="30%" | '''Return Fire''' <br/> ''When targeting by enemy fire, automatically fire back with your pistol once per turn.''<br />
|- align="center"<br />
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| '''Deadeye''' <br/> ''Take a shot with a small aim penalty for a significant damage boost.'' <br/> 2 turn cooldown.<br />
| '''Lightning Hands''' <br/> ''Fire your pistol at a target. This attack does not cost an action.'' <br/> 3 turn cooldown.<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| '''Death from Above''' <br/> ''Killing an enemy at a lower elevation with your sniper rifle costs only a single action, and does not end your turn.''<br />
| '''Quickdraw''' <br/> ''Firing your pistol with your first action no longer ends your turn.''<br />
|- align="center"<br />
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| '''Kill Zone''' <br/> ''Take a reaction shot against any enemy that moves or attacks within a cone of fire.'' <br/> Ability does not end after first shot; only restricted by ammo. 3 turn cooldown, costs 2 action points.<br />
| '''Faceoff''' <br/> ''Fire once at every visible enemy with your pistol.'' <br/> 3 turn cooldown.<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| '''Steady Hands''' <br/> ''If you did not move last turn, gain +10 Aim and +10 Critical chance.''<br />
| '''Aim''' <br/> ''Hunker Down now confers +20 Aim to the first shot on the following turn.'' <br />
|- align="center"<br />
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| '''Serial''' <br/> ''A powerful chained shot ability. For every kill made with your sniper rifle, your actions will be refunded.'' <br/> Critical chance decreases per chained kill. 4 turn cooldown.<br />
| '''Fan Fire''' <br/> ''Fire the pistol three times at the same target.'' <br/> 3 turn cooldown.<br />
|}<br />
<br />
==Tactical Advice==<br />
<br />
Experimental Ammo is an important item for Gunslingers. The Face-Off ability can be used to apply status effects from your ammo to multiple targets, getting a lot of value from Dragon and Venom ammo. High damage ammo modifications like Bluescreen and Armor Piercing benefit greatly from the multiple shot abilities granted by Lightning Hands and Fan Fire. For example, using Fan firing, shoot and Lightning Hands on a Sectopod gains the benefit of Bluescreen rounds 5 times, for a +25 boost to damage output (mitigated by armor 5 times mind).<br />
<br />
Sniper-build Sharpshooters should not be taken on missions where an Extraction is necessary, as they rarely get chance to set themselves into a strong position and hold it, due to the need to be constantly on the move.<br />
<br />
Since they are rarely capable of using other items, Sniper-build sharpshooters should be given an ammo type, and a medikit, simply allowing them to carry extra healing for the team on longer missions. Alternatively, equipping Spider or Wraith can be very effective, with the grapple allowing the sniper to reach high elevation easily. An EXO or WAR suit can be surprisingly sensible as well, with the Rocket Launcher giving the Sniper a weapon they can use at long range on turns where they're forced to reposition or reload (though if short on resources, this should be a low priority use of an EXO or WAR suit, though is a fair use of an old EXO suit instead of selling it once you upgrade to WAR).<br />
<br />
Sniper Sharpshooters have extreme synergy with Scout-based Rangers, who can provide visual on enemies whilst remaining concealed, allowing Sharpshooters to fire indiscriminately at them from their nests.<br />
<br />
Gunslinger sharpshooters are generally less effective combatants until they unlock their higher-level abilities, whilst Snipers are safe and easy to train. For this reason, one might consider using the AWC to switch a high-ranked Sniper into a high-ranked Gunslinger once they have access to the abilities that let them shine.<br />
<br />
Gunslingers do not benefit from attachments to their primary weapon.<br />
<br />
Snipers benefit greatly from Scopes, since they are rarely not taking a shot when possible, and later on, from Expanded Magazines and Auto-Loaders once Kill Zone is eating into their ammo usage.<br />
<br />
Placing a Kill Zone on an untriggered enemy pod, then setting them off, will often deal severe damage to the group, but expend the Snipers ammunition. Placing Psi-Inspire onto the Kill Zone sniper, and reloading, will not remove the Kill Zone, allowing it to trigger once again on the enemy turn. Using this technique, a sniper can take two shots at every enemy in a group.<br />
<br />
Deadeye does not provide a static penalty to Aim, rather reducing the chance to hit by a fraction. As such, it's better to use this ability on only moderate hit chances. Otherwise, it can be used when reducing an enemy to low health is as useless as missing them.<br />
<br />
==Sources==<br />
<br />
[[Category: XCOM2]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=70369XCOM: Enemy Within DLC (EU2012)2016-01-24T03:03:51Z<p>Oathed: /* Classes/Abilities */</p>
<hr />
<div>[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]<br />
[[Image:Devil's Toys.png|right|450px|]]<br />
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]<br />
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]<br />
<br />
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called '''XCOM: Enemy Within'''. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally. Enemy Within came to the iOS App Store one year later on November 12, 2014<br />
<br />
An initial list of details was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K's forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].<br />
<br />
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].<br />
<br />
'''Warning''': this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!<br />
<br />
==General Details==<br />
* The PC version costs 30$ and the Console 40$.<br />
* The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander's Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.<br />
* Enemy Within is available for iPhone and iPad on iOS. iTunes link: [https://itunes.apple.com/us/app/xcom-enemy-within/id881270303?mt=8]<br />
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within.<br />
<br />
==The Meld==<br />
{{main|Meld (EU2012)}}<br />
{{:Meld (EU2012)}}<br />
<gallery widths=300px heights=200px perrow=2><br />
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining<br />
Image:Meld 2 (EU2012).png|Meld Molecule<br />
</gallery><br />
<br clear="all"><br />
<br />
===Gene Mods===<br />
{{main|Gene Mods (EU2012)}}<br />
{{:Gene Mods (EU2012)}}<br />
====Projects====<br />
{| class="wikitable sortable" width="100%" <br />
|- <br />
! width="5%" align="center" | Body Part<br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | BRAIN || align="center" | [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.'' <br />
|-<br />
| align="center" | BRAIN || align="center" | [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. This effect does not reduce the attacker's chance of success.'' <br />
|-<br />
| align="center" | EYES || align="center" | [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]]<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''<br />
|-<br />
| align="center" | EYES || align="center" | [[Gene Mods (EU2012)#Depth Perception|Depth Perception]]<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.<br />
|-<br />
| align="center" | CHEST || align="center" | [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''.<br />
|-<br />
| align="center" | CHEST || align="center" | [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]<br>[[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.''<br />
|-<br />
| align="center" | SKIN || align="center" | [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''<br />
|-<br />
| align="center" | SKIN || align="center" | [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§75, 35 [[Meld (EU2012)|Meld]] <small>(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])</small><br />§150, 65 [[Meld (EU2012)|Meld]]||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.''<br />
|-<br />
| align="center" | LEGS || align="center" | [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.''<br />
|-<br />
| align="center" | LEGS || align="center" | [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''<br />
|-<br />
|}<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
===MEC Trooper===<br />
{{main|MEC Trooper (EU2012)}}<br />
{{:MEC Trooper (EU2012)}}<br />
====MEC Trooper Rank Progression====<br />
{| class="wikitable" width="100%" <br />
|+ Rank and Stats Bonuses<br />
|- <br />
! width="100px" align="center" | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[File: CLASS MECH.png|left|24px]]'''MEC Trooper''' || align="center" | ''Health Points + 1<br>Aim + 0<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
|}<br />
<br />
====Primary Weapons====<br />
{{main|Minigun (EU2012)}}<br />
{{:Minigun (EU2012)}}<br />
{{main|Railgun (EU2012)}}<br />
{{:Railgun (EU2012)}}<br />
{{main|Particle Cannon (EU2012)}}<br />
{{:Particle Cannon (EU2012)}}<br />
<br clear="all"><br />
<br />
====MEC Suits====<br />
{{main|MEC Suit (EU2012)}}<br />
{{:MEC Suit (EU2012)}}<br />
<br clear="all"><br />
=====MEC-1 Warden=====<br />
{{main|MEC-1 Warden (EU2012)}}<br />
{{:MEC-1 Warden (EU2012)}}<br />
=====MEC-2 Sentinel=====<br />
{{main|MEC-2 Sentinel (EU2012)}}<br />
{{:MEC-2 Sentinel (EU2012)}}<br />
=====MEC-3 Paladin=====<br />
{{main|MEC-3 Paladin (EU2012)}}<br />
{{:MEC-3 Paladin (EU2012)}}<br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper<br />
File:Mech Trooper cut (EU2012).jpg|The MEC Suit<br />
File:Mech Trooper fire (EU2012).jpg|Burn baby burn<br />
</gallery><br />
<br clear="all"><br />
<br />
==New Aliens==<br />
===Mechtoid===<br />
{{main|Mechtoid (EU2012)}}<br />
{{:Mechtoid (EU2012)}}<br />
===Seeker===<br />
{{main|Seeker (EU2012)}}<br />
{{:Seeker (EU2012)}}<br />
===Other Alien Changes===<br />
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).<br />
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton's already big size.<br />
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called '''Reinforced Armor''' which will cut all incoming damage in half. Additionally, the tactic of having an MC'ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.<br />
** The Sectopod's Cannon has been also changed to remove the Area of Effect (AoE) damage: upon hitting the shot will not deal additional damage to any units close to its intended target. <br />
* Additionally, AI for old enemy types has been slightly tweaked.<br />
* Existing aliens are getting more "death" animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences<br />
**Berserker: brawl and Achievement.<br />
**Mechtoid: headgrab<br />
**Sectopod: Donkey Kong's Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)<br />
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).<br />
* No change to the Temple Ship's layout or enemy composition, except that the Uber Ethereal's cutscene has ''Inception''-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.<br />
<br />
==EXALT (New Faction)==<br />
{{main|EXALT (EU2012)}}<br />
{{:EXALT (EU2012)}}<br />
===EXALT Units===<br />
{{main|EXALT Units (EU2012)}}<br />
{{:EXALT Units (EU2012)}}<br />
===EXALT Weapons===<br />
{{main|EXALT Weapons (EU2012)}}<br />
{{:EXALT Weapons (EU2012)}}<br />
===Covert Operations===<br />
{{main|Covert Operations (EU2012)}}<br />
{{:Covert Operations (EU2012)}}<br />
====Covert Operative====<br />
{{main|Covert Operative (EU2012)}}<br />
{{:Covert Operative (EU2012)}}<br />
<br clear="all"><br />
<br />
====Covert Extraction====<br />
{{main|Covert Extraction (EU2012)}}<br />
{{:Covert Extraction (EU2012)}}<br />
====Covert Data Recovery====<br />
{{main|Covert Data Recovery (EU2012)}}<br />
{{:Covert Data Recovery (EU2012)}}<br />
===EXALT Base Raid===<br />
{{main|EXALT Base Raid (EU2012)}}<br />
{{:EXALT Base Raid (EU2012)}}<br />
<br />
==XCOM Changes==<br />
===Soldiers/S.H.I.V.s===<br />
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.<br />
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].<br />
====Classes/Abilities====<br />
* [[Assault (EU2012)|Assault]]'s '''Close and Personal''' has now been redesigned to - ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].<br />
**The free shot can only happen once per turn, if a soldier is within range of multiple enemies the soldier does not get multiple free shots.<br />
**Cannot always be combined with Rapid Fire (unpredictable).<br />
* Assault's '''Extra Conditioning''' HP bonus has been changed. The new values are +1 for Body Armor, +4 for Carapace, +2 for Skeleton Suit, +4 for Titan, +4 for Archangel and +2 HPs for Ghost (and presumably for Psi Armor as well). <br />
* [[Support (EU2012)|Support]]'s '''Covering Fire''' now allows the unit to fire before the enemy uses its weapon.<br />
* Support's '''Smoke and Mirrors''' now gives 2 extra uses of smoke grenade instead of 2. <br />
* Support's '''Deep Pockets''' now reads: ''All limited-use items in your inventory receive one extra use.''<br />
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].<br />
* [[Sniper (EU2012)|Sniper]]'s '''Snap Shot''' now reads: ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.''<br />
** Penalty reduced from -20 to -10 Aim. <br />
* Sniper's '''Squadsight''' now reads: ''Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.''<br />
* [[Heavy (EU2012)|Heavy's]] '''HEAT Ammo''' now reduced to 50% extra damage, it reads: ''Confers +50% damage against robotic enemies.''<br />
* Heavy's '''Grenadier''' changed to: ''Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.''<br />
<br />
====Soldier Rank Progression====<br />
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. <br />
<br />
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ XP Required per Rank<br />
! width="100px" | Rank !! width="120px" | Points Required || Points Required (EW DLC)<br />
|-<br />
| align="left" |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0<br />
|-<br />
| align="left" |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90<br />
|-<br />
| align="left" |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480<br />
|-<br />
| align="left" |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700<br />
|-<br />
| align="left" |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925<br />
|-<br />
| align="left" |[[File:RANK CAPTAIN.png|24px]] Captain || 1100 || 1380<br />
|-<br />
| align="left" |[[File:RANK MAJOR.png|24px]] Major || 1560 || 1840<br />
|-<br />
| align="left" |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120<br />
|}<br />
<br />
====Medals====<br />
{{main|Medals (EU2012)}}<br />
{{:Medals (EU2012)}}<br />
<br />
===New Items===<br />
====Needle Grenade====<br />
{{main|Needle Grenade (EU2012)}}<br />
{{:Needle Grenade (EU2012)}}<br />
====Flashbang Grenade====<br />
{{main|Flashbang Grenade (EU2012)}}<br />
{{:Flashbang Grenade (EU2012)}}<br />
====Gas Grenade====<br />
{{main|Gas Grenade (EU2012)}}<br />
{{:Gas Grenade (EU2012)}}<br />
====Ghost Grenade====<br />
{{main|Ghost Grenade (EU2012)}}<br />
{{:Ghost Grenade (EU2012)}}<br />
====Mimic Beacon====<br />
{{main|Mimic Beacon (EU2012)}}<br />
{{:Mimic Beacon (EU2012)}}<br />
====Reaper Rounds====<br />
{{main|Reaper Rounds (EU2012)}}<br />
{{:Reaper Rounds (EU2012)}}<br />
====Respirator Implant====<br />
{{main|Respirator Implant (EU2012)}}<br />
{{:Respirator Implant (EU2012)}}<br />
<br />
===[[Foundry (EU2012)|Foundry]] Changes===<br />
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. <br />
====New Projects====<br />
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]<br />
* '''Sentinel Drone''' <br />
**''We've been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we've been able to retain its repair capability and use its spare AI cycles to improve the SHIV's situational firing heuristics.''<br />
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.<br />
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. <br />
** Repairs 2hp per turn.<br />
**Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.<br />
<br clear="all"><br />
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]<br />
* '''Tactical Rigging'''<br />
** ''Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.''<br />
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.<br />
** Cost: §200, 5 Engineers, 4 Days<br />
<br clear="all"><br />
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]<br />
* '''Shaped Armor'''<br />
** ''The invaders' mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. <br />
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.<br />
<br clear="all"><br />
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]<br />
* '''Advanced Servomotors'''<br />
** ''After a careful examination we've been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]<br />
* '''Elerium Jelly'''<br />
** ''Using Elerium in tactical situations is quite risky; in the absence of a full sized craft's regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.''<br />
** Requires [[Elerium (EU2012)|Elerium]] Research.<br />
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]<br />
* '''MEC Close Combat'''<br />
**''Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.''<br />
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.<br />
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.<br />
<br clear="all"><br />
<br />
===Officer Training School===<br />
* The '''Iron Will''' perk now only requires Sergeant rank instead of Major.<br />
* The '''Don't Die On Me''' perk has been removed, due to the addition of the '''Secondary Heart''' Gene Mod.<br />
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]<br />
* Instead there's a new ability: '''Lead By Example''' (§50 cost, Lieutenant rank required) - ''The squad leader substitutes his or her Will for that of all nearby lower Will squadmates''.<br />
<br clear="all"><br />
<br />
==Gameplay Changes==<br />
===Difficulty===<br />
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.<br />
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.<br />
* The Tutorial cannot be toggled without toggling the Meld Tutorial as well.<br />
** The Meld Tutorial is named Gateway.<br />
====Research Times====<br />
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.<br />
*This applies to all techs, except:<br />
** Xenobiology<br />
** Weapon Fragments<br />
** Alien Materials<br />
** Experimental Warfare<br />
** Meld<br />
====Satellite Uplink and Nexus Costs====<br />
* The cost of the [[Satellite Uplink (EU2012)|Satellite Uplink]] has been decreased to §100 (from §150) and the [[Satellite Nexus (EU2012)|Satellite Nexus]] to §250 (from §300).<br />
====Workshop adjacency bonus====<br />
* The adjacency bonus for workshops has been increased from 7% to 10% when building vehicles, Foundry projects and facilities.<br />
** Thus: six Workshops, plus the MEC Lab and the Foundry also providing a bonus, all set in a solid block (minus one corner from making it 3x3) provides a 99% refund rate.<br />
<br />
====Plasma Weapons Cost====<br />
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:<br />
{| class="wikitable" width="100%"<br />
|- <br />
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher<br />
|- style="vertical-align:top;"<br />
|<br />
<br />
*Old: §125, 15 Elerium, 20 Alloys<br />
*New: §180, 30 Elerium, 30 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 30 Alloys<br />
* New: §300, 40 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 50 Alloys<br />
* New: §300, 40 Elerium, 75 Alloys<br />
<br />
| <br />
* Old: §250, 30 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §250, 25 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §275, 65 Elerium, 50 Alloys<br />
* New: §400, 120 Elerium, 75 Alloys<br />
|}<br />
<br />
====New [[Second Wave (EU2012)|Second Wave]] options====<br />
The Second Wave settings can be consulted during a game but it can't be changed. Second Wave also has new options:<br />
* '''Training Roulette''' - ''Each soldier's training tree will be mostly randomly generated. Does not apply to MEC Troopers.''<br />
* '''Save Scum''' – ''Loading a save game will reset the random number seed, so taking an identical action may yield different results.''<br />
*'''Aiming Angles''' – ''Units receive an aim bonus the closer they are to flanking an enemy.''<br />
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.<br />
* '''Itchy Trigger Tentacle''' - ''Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.''<br />
** This applies to aliens with ranged attack which doesn't take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].<br />
* '''Mind Hates Matter''' - ''Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.''<br />
=====Training Roulette=====<br />
{{main|Training Roulette (EU2012)}}<br />
{{:Training Roulette (EU2012)}}<br />
<br />
===Tactical===<br />
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. <br />
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].<br />
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.<br />
* Alien starting areas have been changed.<br />
* The orange sound wave has been replaced with a blue one, while the orange one is now used to indicate Meld locations.<br />
* On Terror missions, AoE attacks will have the "Friendly Fire" warning for civillians.<br />
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to ''have'' available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it). NOTE: You cannot collect Meld on a diagonal, there are only four squares around each Meld canister that allows collection.<br />
* [[Civilian (EU2012)|Civilians]] (including those on Council missions) now have the following HPs on the different difficulty levels (E/N/C/I): 3/3/3/2. They won't be automatically killed if hit by hostile fire that deals less that 3 (or 2 on Impossible) damage.<br />
<br />
===New Maps===<br />
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. <br />
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. <br />
* The old and new maps are mixed together but the game is set so that you'll see more of the new maps during a gameplay.<br />
* There are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.<br />
* There's four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. <br />
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. <br />
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station. <br />
* [[OfficePaper (EU2012)|Office Paper]] has now also a Terror site version, along with the old version.<br />
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). <br />
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.<br />
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions.<br />
* The [[HighwayFallen (EU2012)|HighwayFallen]] map can now be played as a Terror mission. <br />
<br />
====List of New Maps====<br />
{| class="wikitable" width="100%"<br />
|- <br />
! '''New Maps'''!! '''Redesigned Maps''' !! '''Different Starting Areas''' !! '''Covert Extraction''' !! '''Covert Data Recovery''' !! '''Multiplayer'''<br />
|- style="vertical-align:top;"<br />
|<br />
*Small Scout Farm<br />
*Small Scout Nuked City<br />
*Small Scout Roadhouse<br />
*Large Scout City<br />
*Pier A Terror<br />
*Office Paper Terror<br />
*Portent (Progeny)<br />
*Deluge (Progeny)<br />
*Furies (Progeny)<br />
*EXALT HQ Assault<br />
*XCOM HQ Assault<br />
*XCOM HQ Multiplayer <br />
*Meld Tutorial - a.k.a. Ice Cream Shop<br />
*Chryssalid Hive<br />
<br />
| <br />
*Demolition (EWI)<br />
*Fast Food (EWI) - a.k.a. Bank<br />
*Office Paper (EWI) - a.k.a. Tire Shop<br />
*Highway Construction (EWI)<br />
*Street Overpass (EWI)<br />
*Gas Station (EWI)<br />
<br />
| <br />
*Research Outpost (EWI)<br />
*Convienience Store (EWI)<br />
*Truck Stop (EWI)<br />
*Commercial Alley (EWI)<br />
<br />
| <br />
*Military Ammo<br />
*Liquor Store<br />
*Trainyard<br />
*Highway Construction (EWI)<br />
*Convienience Store (EWI)<br />
*PierA Terror<br />
*Street Overpass (EWI)<br />
*Commercial Alley (EWI)<br />
*Research Outpost (EWI)<br />
*Portent<br />
<br />
| <br />
*Industrial Office<br />
*Rooftops Const<br />
*Boulevard<br />
*Gas Station (EWI)<br />
*Truck Stop (EWI)<br />
*Demolition (EWI)<br />
*Highway Construction<br />
*Office Paper (EWI)<br />
*Police Station<br />
*Commercial Restaurant<br />
|<br />
*Rooftops Construction<br />
*Observatory - Research Outpost (EWI)<br />
*Stop 'N Gulp - Gas Station (EWI)<br />
*Ruined Fishing Village - Chryssalid Hive<br />
*Back Alley - Commercial Alley (EWI)<br />
*Fast Food Joint<br />
*XCom HQ<br />
*Wrecked Pier - PierA Terror<br />
<br />
|}<br />
<br />
<gallery widths=180px heights=200px perrow=5><br />
File:Enemy_Within.jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 2.png|Deluge<br />
File:XCOM Enemy_Within 4.png|Small Scout Farm<br />
File:New Map EW (EU2012).jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 6.png|Furies<br />
</gallery><br />
<br clear="all"><br />
<br />
===New Missions===<br />
====Operation Progeny====<br />
{{main|Progeny (EU2012)}}<br />
{{:Progeny (EU2012)}}<br />
=====Portent=====<br />
{{main|Portent (EU2012)}}<br />
{{:Portent (EU2012)}}<br />
=====Deluge=====<br />
{{main|Deluge (EU2012)}}<br />
{{:Deluge (EU2012)}}<br />
=====Furies=====<br />
{{main|Furies (EU2012)}}<br />
{{:Furies (EU2012)}}<br />
====XCOM HQ Base Defense====<br />
{{main|XCOM Base Defense (EU2012)}}<br />
{{:XCOM Base Defense (EU2012)}}<br />
====Site Recon====<br />
{{main|Site Recon (EU2012)}}<br />
{{:Site Recon (EU2012)}}<br />
<br />
==Interface Changes== <br />
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup ("Make items available").<br />
* You can now personalize your soldier's voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well.<br />
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. <br />
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.<br />
* A.C. Clarke's quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: ''Those who play with the devil’s toys will be brought by degrees to wield his sword.''<br />
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].<br />
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames, or spiral decorations.<br />
** More helmets, armor decos and colors.<br />
===Advanced Options===<br />
Before starting a game it is possible to choose between a number of options:<br />
*'''Tutorial'''<br />
*'''Meld Tutorial'''<br />
*'''Operation Slingshot'''<br />
*'''Operation Progeny'''<br />
*'''Ironman''' - Single save, no reloading when something goes wrong. Some people play "Honestman" a no-reloads campaign, but with the possibility to reload in case of bugs, misclicks, glitches, etc.<br />
*'''Reduced Beginner VO''' - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. <br />
** Disables: warning about blowing up aliens, new UFO type comment, new armor 'demonstration', new alien type comment, <br />
** Does not disable: Generator "watch your fire" comment, Computer "Bring it back" comment, Stasis Tank comment in Alien Base, comments at start of Council Missions<br />
<br clear="all"><br />
<br />
==New Achievements==<br />
{{Main|Achievements (EU2012)}}<br />
The following [[Achievements (EU2012)|achievements]] are available on all platforms.<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
<noinclude>!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
|-</noinclude><br />
|[[Image:Anger Management (EU2012).jpg]]<br />
!<br />
Anger Management<br />
|Proc Combat Rush on the entire squad (min. 4)<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. 'Pheromones' have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.<br />
|-<br />
|[[Image:Rise of the Machines (EU2012).jpg]]<br />
!<br />
Rise of the Machines<br />
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mutatis Mutandis (EU2012).jpg]]<br />
!<br />
Mutatis Mutandis<br />
|Field a squad where all members have at least two modifications (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mental Minefield (EU2012).jpg]]<br />
!<br />
Mental Minefield<br />
|Kill an enemy as it is psionically attacking you in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Neural Feedback's base damage is 7. Weaken it before the Sectoid Commander's/Ethereal's turn.<br />
|-<br />
|[[Image:Tingling Sensation (EU2012).jpg]]<br />
!<br />
Tingling Sensation<br />
|Kill an unseen enemy detected by a specially modified soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it's a low-HP alien) is the easiest way to get this.<br />
|-<br />
|[[Image:Steel Martyr (EU2012).jpg]]<br />
!<br />
Steel Martyr<br />
|Deploy three tactical subsystems on a single soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Fully upgrade a MEC unit's Power Armor<br />
|-<br />
|[[Image:Enemy Within (EU2012).jpg]]<br />
!<br />
Enemy Within<br />
|Get a Soldier to have 5 modifications in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Who Needs Limbs (EU2012).jpg]]<br />
!<br />
Who Needs Limbs?<br />
|Augment a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:A Little Bit Alien (EU2012).jpg]]<br />
!<br />
A Little Bit Alien<br />
|Modify a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mind the Step (EU2012).jpg]]<br />
!<br />
Mind the Step<br />
|Jump two stories in one move in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Muscle Fiber Density Gen Mod<br />
|-<br />
|[[Image:Someone Your Own Size (EU2012).jpg]]<br />
!<br />
Someone Your Own Size<br />
|Kill a Muton Berserker in melee combat in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| MEC unit with Kinetic Punch<br />
|-<br />
|[[Image:The Meld Squad (EU2012).jpg]]<br />
!<br />
The Meld Squad<br />
|Field a fully enhanced squad and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis<br />
|-<br />
|[[Image:By Our Powers Combined (EU2012).jpg]]<br />
!<br />
By Our Powers Combined<br />
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.<br />
|-<br />
|[[Image:Nice Cover (EU2012).jpg]]<br />
!<br />
Nice Cover<br />
|Use Collateral Damage to blow up a car in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires a MEC soldier<br />
|-<br />
|[[Image:Taking A Load Off (EU2012).jpg]]<br />
!<br />
Taking A Load Off<br />
|Stop a squad member from suffocating in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Shieldbuster (EU2012).jpg]]<br />
!<br />
Shieldbuster<br />
|Eliminate an enemy's shield and kill it on the same turn in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| <br />
|-<br />
|[[Image:Guardian of Earth (EU2012).jpg]]<br />
!<br />
Guardian of Earth<br />
|Designate a highly decorated soldier as the Volunteer<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.<br>Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.<br />
|-<br />
|[[Image:Pain in the Neck (EU2012).jpg]]<br />
!<br />
Pain in the Neck<br />
|Cause an enemy to suicide<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|This is done by successfully stunning an EXALT enemy using an Arc Thrower<br />
|-<br />
|[[Image:An Army Of Four (EU2012).jpg]]<br />
!<br />
An Army Of Four<br />
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Solid Prospect (EU2012).jpg]]<br />
!<br />
Solid Prospect<br />
|Complete Deluge<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" |<br />
|Progeny (Slingshot type Council mission)<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]<br />
!<br />
Ours are the Furies<br />
|Complete Furies<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Progeny (Slingshot type Council mission)<br>A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge's door. Destroy or deactivate it.<br />
|-<br />
|[[Image:Remington (EU2012).jpg]]<br />
!<br />
Remington… Max Remington<br />
|Have your special-duty soldier kill three enemies in the same mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Flanking and grenades help, especially if, with Training Roulette, they're a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.<br />
|-<br />
|[[Image:Elite Defense (EU2012).jpg]]<br />
!<br />
Elite Defense<br />
|Beat a new special mission without losing any assets<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:G’day (EU2012).jpg]]<br />
!<br />
G’day<br />
|Kill an elite enemy Sniper with one of your own snipers in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle<br />
|-<br />
|[[Image:Regenerate This (EU2012).jpg]]<br />
!<br />
Regenerate This<br />
|Kill an elite enemy Medic with explosive damage in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Medics will be carrying the EXALT Laser Assault Rifle<br />
|-<br />
|[[Image:All Hands on Deck (EU2012).jpg]]<br />
!<br />
All Hands on Deck<br />
|Get at least 4 kills with XCOM Base Security personnel<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Security are in blue-tint armor. They're essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they're 1 point less useless than what you're saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.<br />
|-<br />
|[[Image:Apotheosis Denied (EU2012).jpg]]<br />
!<br />
Apotheosis Denied<br />
|Deal with the newest global threat<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| After "Where In The World", clear out the EXALT base<br />
|-<br />
|[[Image:They Shall Not Pass (EU2012).jpg]]<br />
!<br />
They Shall Not Pass<br />
|Eliminate all alien waves<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Defense<br />
|-<br />
|[[Image:Zom-B-Gone (EU2012).jpg]]<br />
!<br />
Zom-B-Gone<br />
|Eradicate the infestation<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Complete [[Site Recon (EU2012)|Site Recon]], aka "Operation: Run Like A Bitch"<br />
|-<br />
|[[Image:Where in The World (EU2012).jpg]]<br />
!<br />
Where in the World<br />
|Make certain of the new threat's location<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)<br />
|}<br />
<br />
==[[Bugs (EU2012)|Bug]] Fixes==<br />
Several issues have been fixed, including Line of Sight.<br />
* Teleporting of aliens has been removed.<br />
* Flanking bugs have been fixed.<br />
** This includes the 'glitch' of a cornered alien that's flanked and being Overwatched going into "panic" (a.k.a. "Overwatch Freeze") and no longer taking actions.<br />
<br />
==Modding==<br />
* In one of the interviews there's a mention by the lead designer that they moved more settings to the game's .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].<br />
<br clear="all"><br />
<br />
==Multiplayer==<br />
* You can now edit your squad on offline mode.<br />
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. <br />
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they're considered overpriced.<br />
* EXALT units can be used.<br />
<br />
==Easter Eggs==<br />
===[[The Bureau: XCOM Declassified]]===<br />
====William Carter====<br />
{{Main|William Carter (EU2012)}}<br />
{{Main|William Carter (Bureau)}}<br />
* Giving a soldier the name '''[[William Carter (Bureau)|William Carter]]''' will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.<br />
* Carter's fedora hat is now available as a new hair style.<br />
{{:William Carter (EU2012)}}<br />
<br />
====Other====<br />
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: "While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost".<br />
<br />
===[[TFTD|X-COM: Terror From The Deep]]===<br />
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment "That ship didn't just run aground... it looks like it was overrun. I'd say that's the likely source of our Chryssalid problem... I guess we should just be thankful it wasn't a [[Shipping_Lane_Mission|cruise liner]]."<br />
* Afterwards, if the mission is successful, the debriefing will say: "We've got a hint of how at least one of the aliens would transform the Earth, if given the chance. We'll have to assess future risk to the world's oceans from the Chryssalid reproductive processes the squad documented."<br />
===Firaxis Games/Sid Meier===<br />
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]<br />
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.<br />
* One EW achievement is called '''Remington... Max Remington''' (''Sid Meier's Covert Action'')<br />
* Two new lines of dialogue have been added to Bradford:<br />
** "Don't patch that through - No....we're here to track alien activity, not investigate haunted houses." (''Haunted Hollow'')<br />
** "I don't want to hear anything else about forming an ace patrol... we don't have time for alien dogfights." (''Sid Meier's Ace Patrol'')<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: DLC (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=70365XCOM: Enemy Within DLC (EU2012)2016-01-23T22:42:22Z<p>Oathed: /* Classes/Abilities */</p>
<hr />
<div>[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]<br />
[[Image:Devil's Toys.png|right|450px|]]<br />
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]<br />
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]<br />
<br />
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called '''XCOM: Enemy Within'''. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally. Enemy Within came to the iOS App Store one year later on November 12, 2014<br />
<br />
An initial list of details was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K's forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].<br />
<br />
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].<br />
<br />
'''Warning''': this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!<br />
<br />
==General Details==<br />
* The PC version costs 30$ and the Console 40$.<br />
* The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander's Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.<br />
* Enemy Within is available for iPhone and iPad on iOS. iTunes link: [https://itunes.apple.com/us/app/xcom-enemy-within/id881270303?mt=8]<br />
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within.<br />
<br />
==The Meld==<br />
{{main|Meld (EU2012)}}<br />
{{:Meld (EU2012)}}<br />
<gallery widths=300px heights=200px perrow=2><br />
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining<br />
Image:Meld 2 (EU2012).png|Meld Molecule<br />
</gallery><br />
<br clear="all"><br />
<br />
===Gene Mods===<br />
{{main|Gene Mods (EU2012)}}<br />
{{:Gene Mods (EU2012)}}<br />
====Projects====<br />
{| class="wikitable sortable" width="100%" <br />
|- <br />
! width="5%" align="center" | Body Part<br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | BRAIN || align="center" | [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.'' <br />
|-<br />
| align="center" | BRAIN || align="center" | [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. This effect does not reduce the attacker's chance of success.'' <br />
|-<br />
| align="center" | EYES || align="center" | [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]]<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''<br />
|-<br />
| align="center" | EYES || align="center" | [[Gene Mods (EU2012)#Depth Perception|Depth Perception]]<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.<br />
|-<br />
| align="center" | CHEST || align="center" | [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''.<br />
|-<br />
| align="center" | CHEST || align="center" | [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]<br>[[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.''<br />
|-<br />
| align="center" | SKIN || align="center" | [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''<br />
|-<br />
| align="center" | SKIN || align="center" | [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§75, 35 [[Meld (EU2012)|Meld]] <small>(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])</small><br />§150, 65 [[Meld (EU2012)|Meld]]||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.''<br />
|-<br />
| align="center" | LEGS || align="center" | [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.''<br />
|-<br />
| align="center" | LEGS || align="center" | [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''<br />
|-<br />
|}<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
===MEC Trooper===<br />
{{main|MEC Trooper (EU2012)}}<br />
{{:MEC Trooper (EU2012)}}<br />
====MEC Trooper Rank Progression====<br />
{| class="wikitable" width="100%" <br />
|+ Rank and Stats Bonuses<br />
|- <br />
! width="100px" align="center" | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[File: CLASS MECH.png|left|24px]]'''MEC Trooper''' || align="center" | ''Health Points + 1<br>Aim + 0<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
|}<br />
<br />
====Primary Weapons====<br />
{{main|Minigun (EU2012)}}<br />
{{:Minigun (EU2012)}}<br />
{{main|Railgun (EU2012)}}<br />
{{:Railgun (EU2012)}}<br />
{{main|Particle Cannon (EU2012)}}<br />
{{:Particle Cannon (EU2012)}}<br />
<br clear="all"><br />
<br />
====MEC Suits====<br />
{{main|MEC Suit (EU2012)}}<br />
{{:MEC Suit (EU2012)}}<br />
<br clear="all"><br />
=====MEC-1 Warden=====<br />
{{main|MEC-1 Warden (EU2012)}}<br />
{{:MEC-1 Warden (EU2012)}}<br />
=====MEC-2 Sentinel=====<br />
{{main|MEC-2 Sentinel (EU2012)}}<br />
{{:MEC-2 Sentinel (EU2012)}}<br />
=====MEC-3 Paladin=====<br />
{{main|MEC-3 Paladin (EU2012)}}<br />
{{:MEC-3 Paladin (EU2012)}}<br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper<br />
File:Mech Trooper cut (EU2012).jpg|The MEC Suit<br />
File:Mech Trooper fire (EU2012).jpg|Burn baby burn<br />
</gallery><br />
<br clear="all"><br />
<br />
==New Aliens==<br />
===Mechtoid===<br />
{{main|Mechtoid (EU2012)}}<br />
{{:Mechtoid (EU2012)}}<br />
===Seeker===<br />
{{main|Seeker (EU2012)}}<br />
{{:Seeker (EU2012)}}<br />
===Other Alien Changes===<br />
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).<br />
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton's already big size.<br />
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called '''Reinforced Armor''' which will cut all incoming damage in half. Additionally, the tactic of having an MC'ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.<br />
** The Sectopod's Cannon has been also changed to remove the Area of Effect (AoE) damage: upon hitting the shot will not deal additional damage to any units close to its intended target. <br />
* Additionally, AI for old enemy types has been slightly tweaked.<br />
* Existing aliens are getting more "death" animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences<br />
**Berserker: brawl and Achievement.<br />
**Mechtoid: headgrab<br />
**Sectopod: Donkey Kong's Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)<br />
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).<br />
* No change to the Temple Ship's layout or enemy composition, except that the Uber Ethereal's cutscene has ''Inception''-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.<br />
<br />
==EXALT (New Faction)==<br />
{{main|EXALT (EU2012)}}<br />
{{:EXALT (EU2012)}}<br />
===EXALT Units===<br />
{{main|EXALT Units (EU2012)}}<br />
{{:EXALT Units (EU2012)}}<br />
===EXALT Weapons===<br />
{{main|EXALT Weapons (EU2012)}}<br />
{{:EXALT Weapons (EU2012)}}<br />
===Covert Operations===<br />
{{main|Covert Operations (EU2012)}}<br />
{{:Covert Operations (EU2012)}}<br />
====Covert Operative====<br />
{{main|Covert Operative (EU2012)}}<br />
{{:Covert Operative (EU2012)}}<br />
<br clear="all"><br />
<br />
====Covert Extraction====<br />
{{main|Covert Extraction (EU2012)}}<br />
{{:Covert Extraction (EU2012)}}<br />
====Covert Data Recovery====<br />
{{main|Covert Data Recovery (EU2012)}}<br />
{{:Covert Data Recovery (EU2012)}}<br />
===EXALT Base Raid===<br />
{{main|EXALT Base Raid (EU2012)}}<br />
{{:EXALT Base Raid (EU2012)}}<br />
<br />
==XCOM Changes==<br />
===Soldiers/S.H.I.V.s===<br />
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.<br />
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].<br />
====Classes/Abilities====<br />
* [[Assault (EU2012)|Assault]]'s '''Close and Personal''' has now been redesigned to - ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].<br />
**The free shot can only happen once per turn, if a soldier is within range of multiple enemies the soldier does not get multiple free shots.<br />
**Also cannot be combined with Rapid Fire.<br />
* Assault's '''Extra Conditioning''' HP bonus has been changed. The new values are +1 for Body Armor, +4 for Carapace, +2 for Skeleton Suit, +4 for Titan, +4 for Archangel and +2 HPs for Ghost (and presumably for Psi Armor as well). <br />
* [[Support (EU2012)|Support]]'s '''Covering Fire''' now allows the unit to fire before the enemy uses its weapon.<br />
* Support's '''Smoke and Mirrors''' now gives 2 extra uses of smoke grenade instead of 2. <br />
* Support's '''Deep Pockets''' now reads: ''All limited-use items in your inventory receive one extra use.''<br />
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].<br />
* [[Sniper (EU2012)|Sniper]]'s '''Snap Shot''' now reads: ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.''<br />
** Penalty reduced from -20 to -10 Aim. <br />
* Sniper's '''Squadsight''' now reads: ''Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.''<br />
* [[Heavy (EU2012)|Heavy's]] '''HEAT Ammo''' now reduced to 50% extra damage, it reads: ''Confers +50% damage against robotic enemies.''<br />
* Heavy's '''Grenadier''' changed to: ''Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.''<br />
<br />
====Soldier Rank Progression====<br />
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. <br />
<br />
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ XP Required per Rank<br />
! width="100px" | Rank !! width="120px" | Points Required || Points Required (EW DLC)<br />
|-<br />
| align="left" |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0<br />
|-<br />
| align="left" |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90<br />
|-<br />
| align="left" |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480<br />
|-<br />
| align="left" |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700<br />
|-<br />
| align="left" |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925<br />
|-<br />
| align="left" |[[File:RANK CAPTAIN.png|24px]] Captain || 1100 || 1380<br />
|-<br />
| align="left" |[[File:RANK MAJOR.png|24px]] Major || 1560 || 1840<br />
|-<br />
| align="left" |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120<br />
|}<br />
<br />
====Medals====<br />
{{main|Medals (EU2012)}}<br />
{{:Medals (EU2012)}}<br />
<br />
===New Items===<br />
====Needle Grenade====<br />
{{main|Needle Grenade (EU2012)}}<br />
{{:Needle Grenade (EU2012)}}<br />
====Flashbang Grenade====<br />
{{main|Flashbang Grenade (EU2012)}}<br />
{{:Flashbang Grenade (EU2012)}}<br />
====Gas Grenade====<br />
{{main|Gas Grenade (EU2012)}}<br />
{{:Gas Grenade (EU2012)}}<br />
====Ghost Grenade====<br />
{{main|Ghost Grenade (EU2012)}}<br />
{{:Ghost Grenade (EU2012)}}<br />
====Mimic Beacon====<br />
{{main|Mimic Beacon (EU2012)}}<br />
{{:Mimic Beacon (EU2012)}}<br />
====Reaper Rounds====<br />
{{main|Reaper Rounds (EU2012)}}<br />
{{:Reaper Rounds (EU2012)}}<br />
====Respirator Implant====<br />
{{main|Respirator Implant (EU2012)}}<br />
{{:Respirator Implant (EU2012)}}<br />
<br />
===[[Foundry (EU2012)|Foundry]] Changes===<br />
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. <br />
====New Projects====<br />
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]<br />
* '''Sentinel Drone''' <br />
**''We've been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we've been able to retain its repair capability and use its spare AI cycles to improve the SHIV's situational firing heuristics.''<br />
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.<br />
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. <br />
** Repairs 2hp per turn.<br />
**Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.<br />
<br clear="all"><br />
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]<br />
* '''Tactical Rigging'''<br />
** ''Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.''<br />
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.<br />
** Cost: §200, 5 Engineers, 4 Days<br />
<br clear="all"><br />
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]<br />
* '''Shaped Armor'''<br />
** ''The invaders' mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. <br />
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.<br />
<br clear="all"><br />
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]<br />
* '''Advanced Servomotors'''<br />
** ''After a careful examination we've been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]<br />
* '''Elerium Jelly'''<br />
** ''Using Elerium in tactical situations is quite risky; in the absence of a full sized craft's regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.''<br />
** Requires [[Elerium (EU2012)|Elerium]] Research.<br />
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]<br />
* '''MEC Close Combat'''<br />
**''Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.''<br />
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.<br />
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.<br />
<br clear="all"><br />
<br />
===Officer Training School===<br />
* The '''Iron Will''' perk now only requires Sergeant rank instead of Major.<br />
* The '''Don't Die On Me''' perk has been removed, due to the addition of the '''Secondary Heart''' Gene Mod.<br />
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]<br />
* Instead there's a new ability: '''Lead By Example''' (§50 cost, Lieutenant rank required) - ''The squad leader substitutes his or her Will for that of all nearby lower Will squadmates''.<br />
<br clear="all"><br />
<br />
==Gameplay Changes==<br />
===Difficulty===<br />
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.<br />
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.<br />
* The Tutorial cannot be toggled without toggling the Meld Tutorial as well.<br />
** The Meld Tutorial is named Gateway.<br />
====Research Times====<br />
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.<br />
*This applies to all techs, except:<br />
** Xenobiology<br />
** Weapon Fragments<br />
** Alien Materials<br />
** Experimental Warfare<br />
** Meld<br />
====Satellite Uplink and Nexus Costs====<br />
* The cost of the [[Satellite Uplink (EU2012)|Satellite Uplink]] has been decreased to §100 (from §150) and the [[Satellite Nexus (EU2012)|Satellite Nexus]] to §250 (from §300).<br />
====Workshop adjacency bonus====<br />
* The adjacency bonus for workshops has been increased from 7% to 10% when building vehicles, Foundry projects and facilities.<br />
** Thus: six Workshops, plus the MEC Lab and the Foundry also providing a bonus, all set in a solid block (minus one corner from making it 3x3) provides a 99% refund rate.<br />
<br />
====Plasma Weapons Cost====<br />
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:<br />
{| class="wikitable" width="100%"<br />
|- <br />
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher<br />
|- style="vertical-align:top;"<br />
|<br />
<br />
*Old: §125, 15 Elerium, 20 Alloys<br />
*New: §180, 30 Elerium, 30 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 30 Alloys<br />
* New: §300, 40 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 50 Alloys<br />
* New: §300, 40 Elerium, 75 Alloys<br />
<br />
| <br />
* Old: §250, 30 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §250, 25 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §275, 65 Elerium, 50 Alloys<br />
* New: §400, 120 Elerium, 75 Alloys<br />
|}<br />
<br />
====New [[Second Wave (EU2012)|Second Wave]] options====<br />
The Second Wave settings can be consulted during a game but it can't be changed. Second Wave also has new options:<br />
* '''Training Roulette''' - ''Each soldier's training tree will be mostly randomly generated. Does not apply to MEC Troopers.''<br />
* '''Save Scum''' – ''Loading a save game will reset the random number seed, so taking an identical action may yield different results.''<br />
*'''Aiming Angles''' – ''Units receive an aim bonus the closer they are to flanking an enemy.''<br />
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.<br />
* '''Itchy Trigger Tentacle''' - ''Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.''<br />
** This applies to aliens with ranged attack which doesn't take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].<br />
* '''Mind Hates Matter''' - ''Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.''<br />
=====Training Roulette=====<br />
{{main|Training Roulette (EU2012)}}<br />
{{:Training Roulette (EU2012)}}<br />
<br />
===Tactical===<br />
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. <br />
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].<br />
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.<br />
* Alien starting areas have been changed.<br />
* The orange sound wave has been replaced with a blue one, while the orange one is now used to indicate Meld locations.<br />
* On Terror missions, AoE attacks will have the "Friendly Fire" warning for civillians.<br />
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to ''have'' available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it). NOTE: You cannot collect Meld on a diagonal, there are only four squares around each Meld canister that allows collection.<br />
* [[Civilian (EU2012)|Civilians]] (including those on Council missions) now have the following HPs on the different difficulty levels (E/N/C/I): 3/3/3/2. They won't be automatically killed if hit by hostile fire that deals less that 3 (or 2 on Impossible) damage.<br />
<br />
===New Maps===<br />
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. <br />
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. <br />
* The old and new maps are mixed together but the game is set so that you'll see more of the new maps during a gameplay.<br />
* There are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.<br />
* There's four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. <br />
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. <br />
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station. <br />
* [[OfficePaper (EU2012)|Office Paper]] has now also a Terror site version, along with the old version.<br />
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). <br />
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.<br />
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions.<br />
* The [[HighwayFallen (EU2012)|HighwayFallen]] map can now be played as a Terror mission. <br />
<br />
====List of New Maps====<br />
{| class="wikitable" width="100%"<br />
|- <br />
! '''New Maps'''!! '''Redesigned Maps''' !! '''Different Starting Areas''' !! '''Covert Extraction''' !! '''Covert Data Recovery''' !! '''Multiplayer'''<br />
|- style="vertical-align:top;"<br />
|<br />
*Small Scout Farm<br />
*Small Scout Nuked City<br />
*Small Scout Roadhouse<br />
*Large Scout City<br />
*Pier A Terror<br />
*Office Paper Terror<br />
*Portent (Progeny)<br />
*Deluge (Progeny)<br />
*Furies (Progeny)<br />
*EXALT HQ Assault<br />
*XCOM HQ Assault<br />
*XCOM HQ Multiplayer <br />
*Meld Tutorial - a.k.a. Ice Cream Shop<br />
*Chryssalid Hive<br />
<br />
| <br />
*Demolition (EWI)<br />
*Fast Food (EWI) - a.k.a. Bank<br />
*Office Paper (EWI) - a.k.a. Tire Shop<br />
*Highway Construction (EWI)<br />
*Street Overpass (EWI)<br />
*Gas Station (EWI)<br />
<br />
| <br />
*Research Outpost (EWI)<br />
*Convienience Store (EWI)<br />
*Truck Stop (EWI)<br />
*Commercial Alley (EWI)<br />
<br />
| <br />
*Military Ammo<br />
*Liquor Store<br />
*Trainyard<br />
*Highway Construction (EWI)<br />
*Convienience Store (EWI)<br />
*PierA Terror<br />
*Street Overpass (EWI)<br />
*Commercial Alley (EWI)<br />
*Research Outpost (EWI)<br />
*Portent<br />
<br />
| <br />
*Industrial Office<br />
*Rooftops Const<br />
*Boulevard<br />
*Gas Station (EWI)<br />
*Truck Stop (EWI)<br />
*Demolition (EWI)<br />
*Highway Construction<br />
*Office Paper (EWI)<br />
*Police Station<br />
*Commercial Restaurant<br />
|<br />
*Rooftops Construction<br />
*Observatory - Research Outpost (EWI)<br />
*Stop 'N Gulp - Gas Station (EWI)<br />
*Ruined Fishing Village - Chryssalid Hive<br />
*Back Alley - Commercial Alley (EWI)<br />
*Fast Food Joint<br />
*XCom HQ<br />
*Wrecked Pier - PierA Terror<br />
<br />
|}<br />
<br />
<gallery widths=180px heights=200px perrow=5><br />
File:Enemy_Within.jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 2.png|Deluge<br />
File:XCOM Enemy_Within 4.png|Small Scout Farm<br />
File:New Map EW (EU2012).jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 6.png|Furies<br />
</gallery><br />
<br clear="all"><br />
<br />
===New Missions===<br />
====Operation Progeny====<br />
{{main|Progeny (EU2012)}}<br />
{{:Progeny (EU2012)}}<br />
=====Portent=====<br />
{{main|Portent (EU2012)}}<br />
{{:Portent (EU2012)}}<br />
=====Deluge=====<br />
{{main|Deluge (EU2012)}}<br />
{{:Deluge (EU2012)}}<br />
=====Furies=====<br />
{{main|Furies (EU2012)}}<br />
{{:Furies (EU2012)}}<br />
====XCOM HQ Base Defense====<br />
{{main|XCOM Base Defense (EU2012)}}<br />
{{:XCOM Base Defense (EU2012)}}<br />
====Site Recon====<br />
{{main|Site Recon (EU2012)}}<br />
{{:Site Recon (EU2012)}}<br />
<br />
==Interface Changes== <br />
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup ("Make items available").<br />
* You can now personalize your soldier's voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well.<br />
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. <br />
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.<br />
* A.C. Clarke's quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: ''Those who play with the devil’s toys will be brought by degrees to wield his sword.''<br />
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].<br />
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames, or spiral decorations.<br />
** More helmets, armor decos and colors.<br />
===Advanced Options===<br />
Before starting a game it is possible to choose between a number of options:<br />
*'''Tutorial'''<br />
*'''Meld Tutorial'''<br />
*'''Operation Slingshot'''<br />
*'''Operation Progeny'''<br />
*'''Ironman''' - Single save, no reloading when something goes wrong. Some people play "Honestman" a no-reloads campaign, but with the possibility to reload in case of bugs, misclicks, glitches, etc.<br />
*'''Reduced Beginner VO''' - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. <br />
** Disables: warning about blowing up aliens, new UFO type comment, new armor 'demonstration', new alien type comment, <br />
** Does not disable: Generator "watch your fire" comment, Computer "Bring it back" comment, Stasis Tank comment in Alien Base, comments at start of Council Missions<br />
<br clear="all"><br />
<br />
==New Achievements==<br />
{{Main|Achievements (EU2012)}}<br />
The following [[Achievements (EU2012)|achievements]] are available on all platforms.<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
<noinclude>!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
|-</noinclude><br />
|[[Image:Anger Management (EU2012).jpg]]<br />
!<br />
Anger Management<br />
|Proc Combat Rush on the entire squad (min. 4)<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. 'Pheromones' have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.<br />
|-<br />
|[[Image:Rise of the Machines (EU2012).jpg]]<br />
!<br />
Rise of the Machines<br />
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mutatis Mutandis (EU2012).jpg]]<br />
!<br />
Mutatis Mutandis<br />
|Field a squad where all members have at least two modifications (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mental Minefield (EU2012).jpg]]<br />
!<br />
Mental Minefield<br />
|Kill an enemy as it is psionically attacking you in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Neural Feedback's base damage is 7. Weaken it before the Sectoid Commander's/Ethereal's turn.<br />
|-<br />
|[[Image:Tingling Sensation (EU2012).jpg]]<br />
!<br />
Tingling Sensation<br />
|Kill an unseen enemy detected by a specially modified soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it's a low-HP alien) is the easiest way to get this.<br />
|-<br />
|[[Image:Steel Martyr (EU2012).jpg]]<br />
!<br />
Steel Martyr<br />
|Deploy three tactical subsystems on a single soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Fully upgrade a MEC unit's Power Armor<br />
|-<br />
|[[Image:Enemy Within (EU2012).jpg]]<br />
!<br />
Enemy Within<br />
|Get a Soldier to have 5 modifications in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Who Needs Limbs (EU2012).jpg]]<br />
!<br />
Who Needs Limbs?<br />
|Augment a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:A Little Bit Alien (EU2012).jpg]]<br />
!<br />
A Little Bit Alien<br />
|Modify a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mind the Step (EU2012).jpg]]<br />
!<br />
Mind the Step<br />
|Jump two stories in one move in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Muscle Fiber Density Gen Mod<br />
|-<br />
|[[Image:Someone Your Own Size (EU2012).jpg]]<br />
!<br />
Someone Your Own Size<br />
|Kill a Muton Berserker in melee combat in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| MEC unit with Kinetic Punch<br />
|-<br />
|[[Image:The Meld Squad (EU2012).jpg]]<br />
!<br />
The Meld Squad<br />
|Field a fully enhanced squad and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis<br />
|-<br />
|[[Image:By Our Powers Combined (EU2012).jpg]]<br />
!<br />
By Our Powers Combined<br />
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.<br />
|-<br />
|[[Image:Nice Cover (EU2012).jpg]]<br />
!<br />
Nice Cover<br />
|Use Collateral Damage to blow up a car in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires a MEC soldier<br />
|-<br />
|[[Image:Taking A Load Off (EU2012).jpg]]<br />
!<br />
Taking A Load Off<br />
|Stop a squad member from suffocating in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Shieldbuster (EU2012).jpg]]<br />
!<br />
Shieldbuster<br />
|Eliminate an enemy's shield and kill it on the same turn in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| <br />
|-<br />
|[[Image:Guardian of Earth (EU2012).jpg]]<br />
!<br />
Guardian of Earth<br />
|Designate a highly decorated soldier as the Volunteer<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.<br>Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.<br />
|-<br />
|[[Image:Pain in the Neck (EU2012).jpg]]<br />
!<br />
Pain in the Neck<br />
|Cause an enemy to suicide<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|This is done by successfully stunning an EXALT enemy using an Arc Thrower<br />
|-<br />
|[[Image:An Army Of Four (EU2012).jpg]]<br />
!<br />
An Army Of Four<br />
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Solid Prospect (EU2012).jpg]]<br />
!<br />
Solid Prospect<br />
|Complete Deluge<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" |<br />
|Progeny (Slingshot type Council mission)<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]<br />
!<br />
Ours are the Furies<br />
|Complete Furies<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Progeny (Slingshot type Council mission)<br>A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge's door. Destroy or deactivate it.<br />
|-<br />
|[[Image:Remington (EU2012).jpg]]<br />
!<br />
Remington… Max Remington<br />
|Have your special-duty soldier kill three enemies in the same mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Flanking and grenades help, especially if, with Training Roulette, they're a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.<br />
|-<br />
|[[Image:Elite Defense (EU2012).jpg]]<br />
!<br />
Elite Defense<br />
|Beat a new special mission without losing any assets<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:G’day (EU2012).jpg]]<br />
!<br />
G’day<br />
|Kill an elite enemy Sniper with one of your own snipers in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle<br />
|-<br />
|[[Image:Regenerate This (EU2012).jpg]]<br />
!<br />
Regenerate This<br />
|Kill an elite enemy Medic with explosive damage in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Medics will be carrying the EXALT Laser Assault Rifle<br />
|-<br />
|[[Image:All Hands on Deck (EU2012).jpg]]<br />
!<br />
All Hands on Deck<br />
|Get at least 4 kills with XCOM Base Security personnel<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Security are in blue-tint armor. They're essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they're 1 point less useless than what you're saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.<br />
|-<br />
|[[Image:Apotheosis Denied (EU2012).jpg]]<br />
!<br />
Apotheosis Denied<br />
|Deal with the newest global threat<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| After "Where In The World", clear out the EXALT base<br />
|-<br />
|[[Image:They Shall Not Pass (EU2012).jpg]]<br />
!<br />
They Shall Not Pass<br />
|Eliminate all alien waves<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Defense<br />
|-<br />
|[[Image:Zom-B-Gone (EU2012).jpg]]<br />
!<br />
Zom-B-Gone<br />
|Eradicate the infestation<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Complete [[Site Recon (EU2012)|Site Recon]], aka "Operation: Run Like A Bitch"<br />
|-<br />
|[[Image:Where in The World (EU2012).jpg]]<br />
!<br />
Where in the World<br />
|Make certain of the new threat's location<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)<br />
|}<br />
<br />
==[[Bugs (EU2012)|Bug]] Fixes==<br />
Several issues have been fixed, including Line of Sight.<br />
* Teleporting of aliens has been removed.<br />
* Flanking bugs have been fixed.<br />
** This includes the 'glitch' of a cornered alien that's flanked and being Overwatched going into "panic" (a.k.a. "Overwatch Freeze") and no longer taking actions.<br />
<br />
==Modding==<br />
* In one of the interviews there's a mention by the lead designer that they moved more settings to the game's .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].<br />
<br clear="all"><br />
<br />
==Multiplayer==<br />
* You can now edit your squad on offline mode.<br />
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. <br />
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they're considered overpriced.<br />
* EXALT units can be used.<br />
<br />
==Easter Eggs==<br />
===[[The Bureau: XCOM Declassified]]===<br />
====William Carter====<br />
{{Main|William Carter (EU2012)}}<br />
{{Main|William Carter (Bureau)}}<br />
* Giving a soldier the name '''[[William Carter (Bureau)|William Carter]]''' will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.<br />
* Carter's fedora hat is now available as a new hair style.<br />
{{:William Carter (EU2012)}}<br />
<br />
====Other====<br />
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: "While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost".<br />
<br />
===[[TFTD|X-COM: Terror From The Deep]]===<br />
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment "That ship didn't just run aground... it looks like it was overrun. I'd say that's the likely source of our Chryssalid problem... I guess we should just be thankful it wasn't a [[Shipping_Lane_Mission|cruise liner]]."<br />
* Afterwards, if the mission is successful, the debriefing will say: "We've got a hint of how at least one of the aliens would transform the Earth, if given the chance. We'll have to assess future risk to the world's oceans from the Chryssalid reproductive processes the squad documented."<br />
===Firaxis Games/Sid Meier===<br />
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]<br />
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.<br />
* One EW achievement is called '''Remington... Max Remington''' (''Sid Meier's Covert Action'')<br />
* Two new lines of dialogue have been added to Bradford:<br />
** "Don't patch that through - No....we're here to track alien activity, not investigate haunted houses." (''Haunted Hollow'')<br />
** "I don't want to hear anything else about forming an ace patrol... we don't have time for alien dogfights." (''Sid Meier's Ace Patrol'')<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: DLC (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=70364XCOM: Enemy Within DLC (EU2012)2016-01-23T21:27:44Z<p>Oathed: /* Classes/Abilities */</p>
<hr />
<div>[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]<br />
[[Image:Devil's Toys.png|right|450px|]]<br />
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]<br />
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]<br />
<br />
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called '''XCOM: Enemy Within'''. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally. Enemy Within came to the iOS App Store one year later on November 12, 2014<br />
<br />
An initial list of details was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K's forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].<br />
<br />
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].<br />
<br />
'''Warning''': this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!<br />
<br />
==General Details==<br />
* The PC version costs 30$ and the Console 40$.<br />
* The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander's Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.<br />
* Enemy Within is available for iPhone and iPad on iOS. iTunes link: [https://itunes.apple.com/us/app/xcom-enemy-within/id881270303?mt=8]<br />
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within.<br />
<br />
==The Meld==<br />
{{main|Meld (EU2012)}}<br />
{{:Meld (EU2012)}}<br />
<gallery widths=300px heights=200px perrow=2><br />
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining<br />
Image:Meld 2 (EU2012).png|Meld Molecule<br />
</gallery><br />
<br clear="all"><br />
<br />
===Gene Mods===<br />
{{main|Gene Mods (EU2012)}}<br />
{{:Gene Mods (EU2012)}}<br />
====Projects====<br />
{| class="wikitable sortable" width="100%" <br />
|- <br />
! width="5%" align="center" | Body Part<br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | BRAIN || align="center" | [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.'' <br />
|-<br />
| align="center" | BRAIN || align="center" | [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. This effect does not reduce the attacker's chance of success.'' <br />
|-<br />
| align="center" | EYES || align="center" | [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]]<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''<br />
|-<br />
| align="center" | EYES || align="center" | [[Gene Mods (EU2012)#Depth Perception|Depth Perception]]<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.<br />
|-<br />
| align="center" | CHEST || align="center" | [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''.<br />
|-<br />
| align="center" | CHEST || align="center" | [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]<br>[[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.''<br />
|-<br />
| align="center" | SKIN || align="center" | [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''<br />
|-<br />
| align="center" | SKIN || align="center" | [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§75, 35 [[Meld (EU2012)|Meld]] <small>(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])</small><br />§150, 65 [[Meld (EU2012)|Meld]]||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.''<br />
|-<br />
| align="center" | LEGS || align="center" | [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.''<br />
|-<br />
| align="center" | LEGS || align="center" | [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''<br />
|-<br />
|}<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
===MEC Trooper===<br />
{{main|MEC Trooper (EU2012)}}<br />
{{:MEC Trooper (EU2012)}}<br />
====MEC Trooper Rank Progression====<br />
{| class="wikitable" width="100%" <br />
|+ Rank and Stats Bonuses<br />
|- <br />
! width="100px" align="center" | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[File: CLASS MECH.png|left|24px]]'''MEC Trooper''' || align="center" | ''Health Points + 1<br>Aim + 0<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
|}<br />
<br />
====Primary Weapons====<br />
{{main|Minigun (EU2012)}}<br />
{{:Minigun (EU2012)}}<br />
{{main|Railgun (EU2012)}}<br />
{{:Railgun (EU2012)}}<br />
{{main|Particle Cannon (EU2012)}}<br />
{{:Particle Cannon (EU2012)}}<br />
<br clear="all"><br />
<br />
====MEC Suits====<br />
{{main|MEC Suit (EU2012)}}<br />
{{:MEC Suit (EU2012)}}<br />
<br clear="all"><br />
=====MEC-1 Warden=====<br />
{{main|MEC-1 Warden (EU2012)}}<br />
{{:MEC-1 Warden (EU2012)}}<br />
=====MEC-2 Sentinel=====<br />
{{main|MEC-2 Sentinel (EU2012)}}<br />
{{:MEC-2 Sentinel (EU2012)}}<br />
=====MEC-3 Paladin=====<br />
{{main|MEC-3 Paladin (EU2012)}}<br />
{{:MEC-3 Paladin (EU2012)}}<br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper<br />
File:Mech Trooper cut (EU2012).jpg|The MEC Suit<br />
File:Mech Trooper fire (EU2012).jpg|Burn baby burn<br />
</gallery><br />
<br clear="all"><br />
<br />
==New Aliens==<br />
===Mechtoid===<br />
{{main|Mechtoid (EU2012)}}<br />
{{:Mechtoid (EU2012)}}<br />
===Seeker===<br />
{{main|Seeker (EU2012)}}<br />
{{:Seeker (EU2012)}}<br />
===Other Alien Changes===<br />
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).<br />
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton's already big size.<br />
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called '''Reinforced Armor''' which will cut all incoming damage in half. Additionally, the tactic of having an MC'ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.<br />
** The Sectopod's Cannon has been also changed to remove the Area of Effect (AoE) damage: upon hitting the shot will not deal additional damage to any units close to its intended target. <br />
* Additionally, AI for old enemy types has been slightly tweaked.<br />
* Existing aliens are getting more "death" animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences<br />
**Berserker: brawl and Achievement.<br />
**Mechtoid: headgrab<br />
**Sectopod: Donkey Kong's Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)<br />
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).<br />
* No change to the Temple Ship's layout or enemy composition, except that the Uber Ethereal's cutscene has ''Inception''-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.<br />
<br />
==EXALT (New Faction)==<br />
{{main|EXALT (EU2012)}}<br />
{{:EXALT (EU2012)}}<br />
===EXALT Units===<br />
{{main|EXALT Units (EU2012)}}<br />
{{:EXALT Units (EU2012)}}<br />
===EXALT Weapons===<br />
{{main|EXALT Weapons (EU2012)}}<br />
{{:EXALT Weapons (EU2012)}}<br />
===Covert Operations===<br />
{{main|Covert Operations (EU2012)}}<br />
{{:Covert Operations (EU2012)}}<br />
====Covert Operative====<br />
{{main|Covert Operative (EU2012)}}<br />
{{:Covert Operative (EU2012)}}<br />
<br clear="all"><br />
<br />
====Covert Extraction====<br />
{{main|Covert Extraction (EU2012)}}<br />
{{:Covert Extraction (EU2012)}}<br />
====Covert Data Recovery====<br />
{{main|Covert Data Recovery (EU2012)}}<br />
{{:Covert Data Recovery (EU2012)}}<br />
===EXALT Base Raid===<br />
{{main|EXALT Base Raid (EU2012)}}<br />
{{:EXALT Base Raid (EU2012)}}<br />
<br />
==XCOM Changes==<br />
===Soldiers/S.H.I.V.s===<br />
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.<br />
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].<br />
====Classes/Abilities====<br />
* [[Assault (EU2012)|Assault]]'s '''Close and Personal''' has now been redesigned to - ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].<br />
**The free shot can only happen once per turn, if a soldier is within range of multiple enemies the soldier does not get multiple free shots.<br />
* Assault's '''Extra Conditioning''' HP bonus has been changed. The new values are +1 for Body Armor, +4 for Carapace, +2 for Skeleton Suit, +4 for Titan, +4 for Archangel and +2 HPs for Ghost (and presumably for Psi Armor as well). <br />
* [[Support (EU2012)|Support]]'s '''Covering Fire''' now allows the unit to fire before the enemy uses its weapon.<br />
* Support's '''Smoke and Mirrors''' now gives 2 extra uses of smoke grenade instead of 2. <br />
* Support's '''Deep Pockets''' now reads: ''All limited-use items in your inventory receive one extra use.''<br />
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].<br />
* [[Sniper (EU2012)|Sniper]]'s '''Snap Shot''' now reads: ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.''<br />
** Penalty reduced from -20 to -10 Aim. <br />
* Sniper's '''Squadsight''' now reads: ''Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.''<br />
* [[Heavy (EU2012)|Heavy's]] '''HEAT Ammo''' now reduced to 50% extra damage, it reads: ''Confers +50% damage against robotic enemies.''<br />
* Heavy's '''Grenadier''' changed to: ''Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.''<br />
<br />
====Soldier Rank Progression====<br />
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. <br />
<br />
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ XP Required per Rank<br />
! width="100px" | Rank !! width="120px" | Points Required || Points Required (EW DLC)<br />
|-<br />
| align="left" |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0<br />
|-<br />
| align="left" |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90<br />
|-<br />
| align="left" |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480<br />
|-<br />
| align="left" |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700<br />
|-<br />
| align="left" |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925<br />
|-<br />
| align="left" |[[File:RANK CAPTAIN.png|24px]] Captain || 1100 || 1380<br />
|-<br />
| align="left" |[[File:RANK MAJOR.png|24px]] Major || 1560 || 1840<br />
|-<br />
| align="left" |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120<br />
|}<br />
<br />
====Medals====<br />
{{main|Medals (EU2012)}}<br />
{{:Medals (EU2012)}}<br />
<br />
===New Items===<br />
====Needle Grenade====<br />
{{main|Needle Grenade (EU2012)}}<br />
{{:Needle Grenade (EU2012)}}<br />
====Flashbang Grenade====<br />
{{main|Flashbang Grenade (EU2012)}}<br />
{{:Flashbang Grenade (EU2012)}}<br />
====Gas Grenade====<br />
{{main|Gas Grenade (EU2012)}}<br />
{{:Gas Grenade (EU2012)}}<br />
====Ghost Grenade====<br />
{{main|Ghost Grenade (EU2012)}}<br />
{{:Ghost Grenade (EU2012)}}<br />
====Mimic Beacon====<br />
{{main|Mimic Beacon (EU2012)}}<br />
{{:Mimic Beacon (EU2012)}}<br />
====Reaper Rounds====<br />
{{main|Reaper Rounds (EU2012)}}<br />
{{:Reaper Rounds (EU2012)}}<br />
====Respirator Implant====<br />
{{main|Respirator Implant (EU2012)}}<br />
{{:Respirator Implant (EU2012)}}<br />
<br />
===[[Foundry (EU2012)|Foundry]] Changes===<br />
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. <br />
====New Projects====<br />
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]<br />
* '''Sentinel Drone''' <br />
**''We've been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we've been able to retain its repair capability and use its spare AI cycles to improve the SHIV's situational firing heuristics.''<br />
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.<br />
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. <br />
** Repairs 2hp per turn.<br />
**Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.<br />
<br clear="all"><br />
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]<br />
* '''Tactical Rigging'''<br />
** ''Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.''<br />
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.<br />
** Cost: §200, 5 Engineers, 4 Days<br />
<br clear="all"><br />
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]<br />
* '''Shaped Armor'''<br />
** ''The invaders' mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. <br />
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.<br />
<br clear="all"><br />
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]<br />
* '''Advanced Servomotors'''<br />
** ''After a careful examination we've been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.''<br />
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.<br />
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]<br />
* '''Elerium Jelly'''<br />
** ''Using Elerium in tactical situations is quite risky; in the absence of a full sized craft's regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.''<br />
** Requires [[Elerium (EU2012)|Elerium]] Research.<br />
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.<br />
<br clear="all"><br />
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]<br />
* '''MEC Close Combat'''<br />
**''Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.''<br />
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.<br />
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.<br />
<br clear="all"><br />
<br />
===Officer Training School===<br />
* The '''Iron Will''' perk now only requires Sergeant rank instead of Major.<br />
* The '''Don't Die On Me''' perk has been removed, due to the addition of the '''Secondary Heart''' Gene Mod.<br />
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]<br />
* Instead there's a new ability: '''Lead By Example''' (§50 cost, Lieutenant rank required) - ''The squad leader substitutes his or her Will for that of all nearby lower Will squadmates''.<br />
<br clear="all"><br />
<br />
==Gameplay Changes==<br />
===Difficulty===<br />
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.<br />
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.<br />
* The Tutorial cannot be toggled without toggling the Meld Tutorial as well.<br />
** The Meld Tutorial is named Gateway.<br />
====Research Times====<br />
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.<br />
*This applies to all techs, except:<br />
** Xenobiology<br />
** Weapon Fragments<br />
** Alien Materials<br />
** Experimental Warfare<br />
** Meld<br />
====Satellite Uplink and Nexus Costs====<br />
* The cost of the [[Satellite Uplink (EU2012)|Satellite Uplink]] has been decreased to §100 (from §150) and the [[Satellite Nexus (EU2012)|Satellite Nexus]] to §250 (from §300).<br />
====Workshop adjacency bonus====<br />
* The adjacency bonus for workshops has been increased from 7% to 10% when building vehicles, Foundry projects and facilities.<br />
** Thus: six Workshops, plus the MEC Lab and the Foundry also providing a bonus, all set in a solid block (minus one corner from making it 3x3) provides a 99% refund rate.<br />
<br />
====Plasma Weapons Cost====<br />
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:<br />
{| class="wikitable" width="100%"<br />
|- <br />
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher<br />
|- style="vertical-align:top;"<br />
|<br />
<br />
*Old: §125, 15 Elerium, 20 Alloys<br />
*New: §180, 30 Elerium, 30 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 30 Alloys<br />
* New: §300, 40 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §200, 20 Elerium, 50 Alloys<br />
* New: §300, 40 Elerium, 75 Alloys<br />
<br />
| <br />
* Old: §250, 30 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §250, 25 Elerium, 30 Alloys<br />
* New: §375, 60 Elerium, 50 Alloys<br />
<br />
| <br />
* Old: §275, 65 Elerium, 50 Alloys<br />
* New: §400, 120 Elerium, 75 Alloys<br />
|}<br />
<br />
====New [[Second Wave (EU2012)|Second Wave]] options====<br />
The Second Wave settings can be consulted during a game but it can't be changed. Second Wave also has new options:<br />
* '''Training Roulette''' - ''Each soldier's training tree will be mostly randomly generated. Does not apply to MEC Troopers.''<br />
* '''Save Scum''' – ''Loading a save game will reset the random number seed, so taking an identical action may yield different results.''<br />
*'''Aiming Angles''' – ''Units receive an aim bonus the closer they are to flanking an enemy.''<br />
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.<br />
* '''Itchy Trigger Tentacle''' - ''Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.''<br />
** This applies to aliens with ranged attack which doesn't take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].<br />
* '''Mind Hates Matter''' - ''Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.''<br />
=====Training Roulette=====<br />
{{main|Training Roulette (EU2012)}}<br />
{{:Training Roulette (EU2012)}}<br />
<br />
===Tactical===<br />
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. <br />
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].<br />
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.<br />
* Alien starting areas have been changed.<br />
* The orange sound wave has been replaced with a blue one, while the orange one is now used to indicate Meld locations.<br />
* On Terror missions, AoE attacks will have the "Friendly Fire" warning for civillians.<br />
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to ''have'' available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it). NOTE: You cannot collect Meld on a diagonal, there are only four squares around each Meld canister that allows collection.<br />
* [[Civilian (EU2012)|Civilians]] (including those on Council missions) now have the following HPs on the different difficulty levels (E/N/C/I): 3/3/3/2. They won't be automatically killed if hit by hostile fire that deals less that 3 (or 2 on Impossible) damage.<br />
<br />
===New Maps===<br />
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. <br />
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. <br />
* The old and new maps are mixed together but the game is set so that you'll see more of the new maps during a gameplay.<br />
* There are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.<br />
* There's four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. <br />
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. <br />
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station. <br />
* [[OfficePaper (EU2012)|Office Paper]] has now also a Terror site version, along with the old version.<br />
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). <br />
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.<br />
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions.<br />
* The [[HighwayFallen (EU2012)|HighwayFallen]] map can now be played as a Terror mission. <br />
<br />
====List of New Maps====<br />
{| class="wikitable" width="100%"<br />
|- <br />
! '''New Maps'''!! '''Redesigned Maps''' !! '''Different Starting Areas''' !! '''Covert Extraction''' !! '''Covert Data Recovery''' !! '''Multiplayer'''<br />
|- style="vertical-align:top;"<br />
|<br />
*Small Scout Farm<br />
*Small Scout Nuked City<br />
*Small Scout Roadhouse<br />
*Large Scout City<br />
*Pier A Terror<br />
*Office Paper Terror<br />
*Portent (Progeny)<br />
*Deluge (Progeny)<br />
*Furies (Progeny)<br />
*EXALT HQ Assault<br />
*XCOM HQ Assault<br />
*XCOM HQ Multiplayer <br />
*Meld Tutorial - a.k.a. Ice Cream Shop<br />
*Chryssalid Hive<br />
<br />
| <br />
*Demolition (EWI)<br />
*Fast Food (EWI) - a.k.a. Bank<br />
*Office Paper (EWI) - a.k.a. Tire Shop<br />
*Highway Construction (EWI)<br />
*Street Overpass (EWI)<br />
*Gas Station (EWI)<br />
<br />
| <br />
*Research Outpost (EWI)<br />
*Convienience Store (EWI)<br />
*Truck Stop (EWI)<br />
*Commercial Alley (EWI)<br />
<br />
| <br />
*Military Ammo<br />
*Liquor Store<br />
*Trainyard<br />
*Highway Construction (EWI)<br />
*Convienience Store (EWI)<br />
*PierA Terror<br />
*Street Overpass (EWI)<br />
*Commercial Alley (EWI)<br />
*Research Outpost (EWI)<br />
*Portent<br />
<br />
| <br />
*Industrial Office<br />
*Rooftops Const<br />
*Boulevard<br />
*Gas Station (EWI)<br />
*Truck Stop (EWI)<br />
*Demolition (EWI)<br />
*Highway Construction<br />
*Office Paper (EWI)<br />
*Police Station<br />
*Commercial Restaurant<br />
|<br />
*Rooftops Construction<br />
*Observatory - Research Outpost (EWI)<br />
*Stop 'N Gulp - Gas Station (EWI)<br />
*Ruined Fishing Village - Chryssalid Hive<br />
*Back Alley - Commercial Alley (EWI)<br />
*Fast Food Joint<br />
*XCom HQ<br />
*Wrecked Pier - PierA Terror<br />
<br />
|}<br />
<br />
<gallery widths=180px heights=200px perrow=5><br />
File:Enemy_Within.jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 2.png|Deluge<br />
File:XCOM Enemy_Within 4.png|Small Scout Farm<br />
File:New Map EW (EU2012).jpg|Small Scout Farm<br />
File:XCOM Enemy_Within 6.png|Furies<br />
</gallery><br />
<br clear="all"><br />
<br />
===New Missions===<br />
====Operation Progeny====<br />
{{main|Progeny (EU2012)}}<br />
{{:Progeny (EU2012)}}<br />
=====Portent=====<br />
{{main|Portent (EU2012)}}<br />
{{:Portent (EU2012)}}<br />
=====Deluge=====<br />
{{main|Deluge (EU2012)}}<br />
{{:Deluge (EU2012)}}<br />
=====Furies=====<br />
{{main|Furies (EU2012)}}<br />
{{:Furies (EU2012)}}<br />
====XCOM HQ Base Defense====<br />
{{main|XCOM Base Defense (EU2012)}}<br />
{{:XCOM Base Defense (EU2012)}}<br />
====Site Recon====<br />
{{main|Site Recon (EU2012)}}<br />
{{:Site Recon (EU2012)}}<br />
<br />
==Interface Changes== <br />
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup ("Make items available").<br />
* You can now personalize your soldier's voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well.<br />
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. <br />
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.<br />
* A.C. Clarke's quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: ''Those who play with the devil’s toys will be brought by degrees to wield his sword.''<br />
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].<br />
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames, or spiral decorations.<br />
** More helmets, armor decos and colors.<br />
===Advanced Options===<br />
Before starting a game it is possible to choose between a number of options:<br />
*'''Tutorial'''<br />
*'''Meld Tutorial'''<br />
*'''Operation Slingshot'''<br />
*'''Operation Progeny'''<br />
*'''Ironman''' - Single save, no reloading when something goes wrong. Some people play "Honestman" a no-reloads campaign, but with the possibility to reload in case of bugs, misclicks, glitches, etc.<br />
*'''Reduced Beginner VO''' - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. <br />
** Disables: warning about blowing up aliens, new UFO type comment, new armor 'demonstration', new alien type comment, <br />
** Does not disable: Generator "watch your fire" comment, Computer "Bring it back" comment, Stasis Tank comment in Alien Base, comments at start of Council Missions<br />
<br clear="all"><br />
<br />
==New Achievements==<br />
{{Main|Achievements (EU2012)}}<br />
The following [[Achievements (EU2012)|achievements]] are available on all platforms.<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
<noinclude>!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
|-</noinclude><br />
|[[Image:Anger Management (EU2012).jpg]]<br />
!<br />
Anger Management<br />
|Proc Combat Rush on the entire squad (min. 4)<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. 'Pheromones' have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.<br />
|-<br />
|[[Image:Rise of the Machines (EU2012).jpg]]<br />
!<br />
Rise of the Machines<br />
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mutatis Mutandis (EU2012).jpg]]<br />
!<br />
Mutatis Mutandis<br />
|Field a squad where all members have at least two modifications (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mental Minefield (EU2012).jpg]]<br />
!<br />
Mental Minefield<br />
|Kill an enemy as it is psionically attacking you in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Neural Feedback's base damage is 7. Weaken it before the Sectoid Commander's/Ethereal's turn.<br />
|-<br />
|[[Image:Tingling Sensation (EU2012).jpg]]<br />
!<br />
Tingling Sensation<br />
|Kill an unseen enemy detected by a specially modified soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it's a low-HP alien) is the easiest way to get this.<br />
|-<br />
|[[Image:Steel Martyr (EU2012).jpg]]<br />
!<br />
Steel Martyr<br />
|Deploy three tactical subsystems on a single soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Fully upgrade a MEC unit's Power Armor<br />
|-<br />
|[[Image:Enemy Within (EU2012).jpg]]<br />
!<br />
Enemy Within<br />
|Get a Soldier to have 5 modifications in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Who Needs Limbs (EU2012).jpg]]<br />
!<br />
Who Needs Limbs?<br />
|Augment a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:A Little Bit Alien (EU2012).jpg]]<br />
!<br />
A Little Bit Alien<br />
|Modify a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mind the Step (EU2012).jpg]]<br />
!<br />
Mind the Step<br />
|Jump two stories in one move in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Muscle Fiber Density Gen Mod<br />
|-<br />
|[[Image:Someone Your Own Size (EU2012).jpg]]<br />
!<br />
Someone Your Own Size<br />
|Kill a Muton Berserker in melee combat in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| MEC unit with Kinetic Punch<br />
|-<br />
|[[Image:The Meld Squad (EU2012).jpg]]<br />
!<br />
The Meld Squad<br />
|Field a fully enhanced squad and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis<br />
|-<br />
|[[Image:By Our Powers Combined (EU2012).jpg]]<br />
!<br />
By Our Powers Combined<br />
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.<br />
|-<br />
|[[Image:Nice Cover (EU2012).jpg]]<br />
!<br />
Nice Cover<br />
|Use Collateral Damage to blow up a car in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires a MEC soldier<br />
|-<br />
|[[Image:Taking A Load Off (EU2012).jpg]]<br />
!<br />
Taking A Load Off<br />
|Stop a squad member from suffocating in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Shieldbuster (EU2012).jpg]]<br />
!<br />
Shieldbuster<br />
|Eliminate an enemy's shield and kill it on the same turn in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| <br />
|-<br />
|[[Image:Guardian of Earth (EU2012).jpg]]<br />
!<br />
Guardian of Earth<br />
|Designate a highly decorated soldier as the Volunteer<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.<br>Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.<br />
|-<br />
|[[Image:Pain in the Neck (EU2012).jpg]]<br />
!<br />
Pain in the Neck<br />
|Cause an enemy to suicide<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|This is done by successfully stunning an EXALT enemy using an Arc Thrower<br />
|-<br />
|[[Image:An Army Of Four (EU2012).jpg]]<br />
!<br />
An Army Of Four<br />
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Solid Prospect (EU2012).jpg]]<br />
!<br />
Solid Prospect<br />
|Complete Deluge<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" |<br />
|Progeny (Slingshot type Council mission)<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]<br />
!<br />
Ours are the Furies<br />
|Complete Furies<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Progeny (Slingshot type Council mission)<br>A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge's door. Destroy or deactivate it.<br />
|-<br />
|[[Image:Remington (EU2012).jpg]]<br />
!<br />
Remington… Max Remington<br />
|Have your special-duty soldier kill three enemies in the same mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Flanking and grenades help, especially if, with Training Roulette, they're a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.<br />
|-<br />
|[[Image:Elite Defense (EU2012).jpg]]<br />
!<br />
Elite Defense<br />
|Beat a new special mission without losing any assets<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:G’day (EU2012).jpg]]<br />
!<br />
G’day<br />
|Kill an elite enemy Sniper with one of your own snipers in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle<br />
|-<br />
|[[Image:Regenerate This (EU2012).jpg]]<br />
!<br />
Regenerate This<br />
|Kill an elite enemy Medic with explosive damage in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Medics will be carrying the EXALT Laser Assault Rifle<br />
|-<br />
|[[Image:All Hands on Deck (EU2012).jpg]]<br />
!<br />
All Hands on Deck<br />
|Get at least 4 kills with XCOM Base Security personnel<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Security are in blue-tint armor. They're essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they're 1 point less useless than what you're saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.<br />
|-<br />
|[[Image:Apotheosis Denied (EU2012).jpg]]<br />
!<br />
Apotheosis Denied<br />
|Deal with the newest global threat<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| After "Where In The World", clear out the EXALT base<br />
|-<br />
|[[Image:They Shall Not Pass (EU2012).jpg]]<br />
!<br />
They Shall Not Pass<br />
|Eliminate all alien waves<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Defense<br />
|-<br />
|[[Image:Zom-B-Gone (EU2012).jpg]]<br />
!<br />
Zom-B-Gone<br />
|Eradicate the infestation<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Complete [[Site Recon (EU2012)|Site Recon]], aka "Operation: Run Like A Bitch"<br />
|-<br />
|[[Image:Where in The World (EU2012).jpg]]<br />
!<br />
Where in the World<br />
|Make certain of the new threat's location<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)<br />
|}<br />
<br />
==[[Bugs (EU2012)|Bug]] Fixes==<br />
Several issues have been fixed, including Line of Sight.<br />
* Teleporting of aliens has been removed.<br />
* Flanking bugs have been fixed.<br />
** This includes the 'glitch' of a cornered alien that's flanked and being Overwatched going into "panic" (a.k.a. "Overwatch Freeze") and no longer taking actions.<br />
<br />
==Modding==<br />
* In one of the interviews there's a mention by the lead designer that they moved more settings to the game's .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].<br />
<br clear="all"><br />
<br />
==Multiplayer==<br />
* You can now edit your squad on offline mode.<br />
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. <br />
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they're considered overpriced.<br />
* EXALT units can be used.<br />
<br />
==Easter Eggs==<br />
===[[The Bureau: XCOM Declassified]]===<br />
====William Carter====<br />
{{Main|William Carter (EU2012)}}<br />
{{Main|William Carter (Bureau)}}<br />
* Giving a soldier the name '''[[William Carter (Bureau)|William Carter]]''' will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.<br />
* Carter's fedora hat is now available as a new hair style.<br />
{{:William Carter (EU2012)}}<br />
<br />
====Other====<br />
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: "While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost".<br />
<br />
===[[TFTD|X-COM: Terror From The Deep]]===<br />
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment "That ship didn't just run aground... it looks like it was overrun. I'd say that's the likely source of our Chryssalid problem... I guess we should just be thankful it wasn't a [[Shipping_Lane_Mission|cruise liner]]."<br />
* Afterwards, if the mission is successful, the debriefing will say: "We've got a hint of how at least one of the aliens would transform the Earth, if given the chance. We'll have to assess future risk to the world's oceans from the Chryssalid reproductive processes the squad documented."<br />
===Firaxis Games/Sid Meier===<br />
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]<br />
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.<br />
* One EW achievement is called '''Remington... Max Remington''' (''Sid Meier's Covert Action'')<br />
* Two new lines of dialogue have been added to Bradford:<br />
** "Don't patch that through - No....we're here to track alien activity, not investigate haunted houses." (''Haunted Hollow'')<br />
** "I don't want to hear anything else about forming an ace patrol... we don't have time for alien dogfights." (''Sid Meier's Ace Patrol'')<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: DLC (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=70350Classic Ironman An Army Of Four (EU2012)2016-01-22T22:58:02Z<p>Oathed: /* Gearing & Bottlenecks */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-13 - Small Scout UFO. If you let the first UFO go, you get a Medium Scout UFO. This likely but not always means you only have money from the first mission to purchase Satellites with the first month, but you'll have a lot more cash and kills at the end of the month. Unfortunately, the average time between Small initial and follow-up Medium is ~4-5 days, so if you're looking for that perfect first month with a Medium UFO in time to buy Satellites by Day 11, you will reroll ''a lot''.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or you didn't down a UFO by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible. Council Report<br />
<br />
*Second Month: Remember, there is one less day in April than March, meaning the Workshop has to be up by Day 6 (unless you have enough Engineers for Uplink), all Satellites be bought by Day 10, Power by Day 11, Satellite Uplink by Day 16 etc. This month is ideal for letting Small UFOs go in peace.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing & Bottlenecks ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
Weapon Fragments tend to be bottlenecks in the late game for research. Sell these last unless you have a very specific reason.<br />
<br />
3 Floater Corpse for one Defense Matrix (Dodge), which you will only likely need once. <br />
<br />
2 Cyberdisc Wreck for one UFO Tracking (Boost), which you will only likely need once. <br />
<br />
3 Sectoid Corpse for one Uplink Targeting (Aim), which you will only likely need once. <br />
<br />
4 Thin Man Corpse for Improved Medikit. <br />
<br />
4 Drone Wreck for Improved Arc Thrower. <br />
<br />
6 Muton Corpse for Ammo Conservation.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=70349Classic Ironman An Army Of Four (EU2012)2016-01-22T22:57:32Z<p>Oathed: /* Gearing & Bottlenecks */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-13 - Small Scout UFO. If you let the first UFO go, you get a Medium Scout UFO. This likely but not always means you only have money from the first mission to purchase Satellites with the first month, but you'll have a lot more cash and kills at the end of the month. Unfortunately, the average time between Small initial and follow-up Medium is ~4-5 days, so if you're looking for that perfect first month with a Medium UFO in time to buy Satellites by Day 11, you will reroll ''a lot''.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or you didn't down a UFO by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible. Council Report<br />
<br />
*Second Month: Remember, there is one less day in April than March, meaning the Workshop has to be up by Day 6 (unless you have enough Engineers for Uplink), all Satellites be bought by Day 10, Power by Day 11, Satellite Uplink by Day 16 etc. This month is ideal for letting Small UFOs go in peace.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing & Bottlenecks ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
Weapon Fragments tend to be bottlenecks in the late game for research. Sell these last unless you have a very specific reason.<br />
<br />
3 Floater Corpse for one Defense Matrix (Dodge), which you will only likely need once. <br />
2 Cyberdisc Wreck for one UFO Tracking (Boost), which you will only likely need once. <br />
3 Sectoid Corpse for one Uplink Targeting (Aim), which you will only likely need once. <br />
4 Thin Man Corpse for Improved Medikit. <br />
4 Drone Wreck for Improved Arc Thrower. <br />
6 Muton Corpse for Ammo Conservation.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=70348Classic Ironman An Army Of Four (EU2012)2016-01-22T22:01:26Z<p>Oathed: /* Gearing */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-13 - Small Scout UFO. If you let the first UFO go, you get a Medium Scout UFO. This likely but not always means you only have money from the first mission to purchase Satellites with the first month, but you'll have a lot more cash and kills at the end of the month. Unfortunately, the average time between Small initial and follow-up Medium is ~4-5 days, so if you're looking for that perfect first month with a Medium UFO in time to buy Satellites by Day 11, you will reroll ''a lot''.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or you didn't down a UFO by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible. Council Report<br />
<br />
*Second Month: Remember, there is one less day in April than March, meaning the Workshop has to be up by Day 6 (unless you have enough Engineers for Uplink), all Satellites be bought by Day 10, Power by Day 11, Satellite Uplink by Day 16 etc. This month is ideal for letting Small UFOs go in peace.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing & Bottlenecks ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
Weapon Fragments tend to be bottlenecks in the late game for research. Sell these last unless you have a very specific reason.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Covert_Operations_(EU2012)&diff=69015Covert Operations (EU2012)2015-11-17T04:11:26Z<p>Oathed: /* Dealing with EXALT */</p>
<hr />
<div>{{Ref Open | title = Description }}<br />
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]<br />
#EXALT operates with cells. Initiate covert ops missions to neutralize individual cells. Eliminating those cells will recover intel you will need to locate the EXALT base. <br />
#EXALT cells are not always visible. Purchase an intel scan to reveal them. Hidden cells can hurt XCOM or the countries they are operating in.<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br><br />
<noinclude><br />
==Dealing with EXALT==<br />
[[File:EXALT Base Choice (EU2012).png|300px|right|Nigeria and South Africa can be accused without any penalty to XCOM]]<br />
Anti-[[EXALT (EU2012)|EXALT]] operations are accessed through the Covert Operations view, which becomes available in the [[Situation Room (EU2012)|Situation Room]] after EXALT becomes active. There are 2 main ways of dealing with EXALT: Intel Scans and Covert Operations missions. <br />
<br />
Intel Scans will reveal all hidden [[EXALT (EU2012)#EXALT Cells|EXALT Cells]] cells present on the world. The first Intel Scan taken each month has a fixed cost of §50, with later ones increasing by 100% of the previous cost. On Easy difficulty level the increase is only 50%. <br />
<br clear="all"><br />
<br />
==Covert Missions==<br />
[[Image:Covert Operative Retrieval (EU2012).png|right|300px|Covert Operative Retrieval]]<br />
To stop a revealed EXALT cell, XCOM may perform a Covert Operation on the country where the cell is based while the cell is still exposed (from 2 to 7 days, depending on difficulty level). There are two types of covert missions: [[Covert Extraction (EU2012)|Covert Extraction]] and [[Covert Data Recovery (EU2012)|Covert Data Recovery]], with about 10 [[Maps (EU2012)|maps]] for each type (20 total). There's no [[Meld (EU2012)|Meld]] present in Covert Missions maps. There is also no way to know which type of covert mission you will have before the Covert Operative is deployed.<br />
<br />
The operation consists of two steps, first the insertion of one of XCOM's soldiers as a Covert Operative (through the [[Situation Room (EU2012)|Situation Room]]) and 7 days later its extraction through a tactical [[Missions (EU2012)|mission]]. If the tactical mission is ignored after the XCOM [[Soldiers (EU2012)|soldier]] is inserted, the Covert Operative will be lost as KIA. If the Covert Mission is a failure the EXALT cell will disappear and go into hiding into another country.<br />
<br />
Besides elimination of the EXALT cell, success in the mission will provide a clue about the location of the EXALT base, and -1 [[Panic (EU2012)|panic]] to that country. Deploying an Operative will also prevent that country from leaving the Council at the end of the month, if its panic level has reached 5. <br />
<noinclude><br />
==EXALT Base Location==<br />
[[File:Nigeria EXALT (EU2012).png|300px|right|EXALT hiding in Nigeria]]<br />
Every successful mission where you recover EXALT intel will give a clue about the location of the EXALT Base. In the Covert Operations menu, you can read the clues, as well as markings on the countries that have been ruled out (and don't worry: it's automatic, so you don't need to hit Wikipedia for population statistics or Civ 5's civilizations) Once you get 3 clues you may make an accusation (raid) against a country. <br />
<br />
*If the accusation is correct then you'll be able to [[EXALT Base Raid (EU2012)|assault]] their base and end their menace for good.<br />
*If you're wrong the country will leave the [[The Council (EU2012)|Council]]. <br />
*If you accuse a country which already left the Council, the penalty for guessing wrong is a continent-wide 2 point panic increase.<br />
**If all of the continent's countries already left the Council there's no penalty added for a wrong accusation. This can be used to narrow down the EXALT Base choices. <br />
* Failing to destroy the EXALT base during the raid mission will also cause the country to leave the XCOM project or raise panic on the rest of the continent by 2 points.<br />
<br />
Note though, that while 3 clues acquired will allow you to assault the base, with three clues gained, you will have eliminated only half the countries, leaving eight to choose from. It will take approximately 7 or 8 clues total to eliminate all the countries except one.<br />
<br />
WARNING: After activating the [[Gollop Chamber (EU2012)|Gollop Chamber]] you will no longer have the option to assault the EXALT base.<br />
<br />
==Additional Tips==<br />
[[File:EXALT Mission Results (EU2012).png|300px|right|EXALT Mission Results]]<br />
Regular Covert Operations to keep EXALT neutered means more experience points for your soldiers, extra credits, additional cool looking [[EXALT Weapons (EU2012)|weapons]] (to be sold or used) and less hassle for XCOM.<br />
<br />
There is value in keeping EXALT alive, allowing you to "farm" them. Since EXALT never progress beyond laser weaponry, they're a comparatively easy way to get soldier experience compared to end-game aliens. Late game you can become almost EXALT-proof by having enough labs to neutralise research hacks, enough income to make sabotage inconsequential and responding to propaganda operations to bring the panic level down again, meaning there's no great pressure to finish them off.<br />
<br />
<br clear="all"><br />
<br />
==EXALT Base Clues==<br />
The game automatically eliminates the countries described on the clues so it isn't necessary to figure out by yourself which countries are described or not.<br />
{{Col}}<br />
*The EXALT base is not in the United States.<br />
*The EXALT base is not in Canada.<br />
*The EXALT base is not in Mexico.<br />
*The EXALT base is not in the United Kingdom.<br />
*The EXALT base is not in Russia.<br />
*The EXALT base is not in France.<br />
*The EXALT base is not in Germany.<br />
*The EXALT base is not in China.<br />
*The EXALT base is not in Japan.<br />
*The EXALT base is not in India.<br />
*The EXALT base is not in Australia.<br />
*The EXALT base is not in Argentina.<br />
*The EXALT base is not in Brazil.<br />
*The EXALT base is not in Egypt.<br />
*The EXALT base is not in South Africa.<br />
*The EXALT base is not in Nigeria.<br />
{{ColBreak}}<br />
*The EXALT base is not in an English speaking country. (is not USA, UK, Canada and Australia)<br />
*The EXALT base is not in an island country. (not Australia, Japan or UK)<br />
*The EXALT base is east of the Atlantic Ocean. (is not USA, Canada, Mexico, Brazil and Argentina)<br />
*The EXALT base is not in North America.<br />
*The EXALT base is not in Asia. <br />
*The EXALT base is not in Europe.<br />
*The EXALT base is not in South America.<br />
*The EXALT base is not in Africa.<br />
*The EXALT base is not in a country with any territory in the Arctic Circle. (is not USA, Canada or Russia)<br />
*The EXALT base is not in one of the world's 5 most populous countries. (is not China, India, USA or Brazil - the missing one is Indonesia, in case you're asking)<br />
*The EXALT base is not in one of the two Cold War superpowers. (is not USA or Russia)<br />
*The EXALT base is in a country you can play in Civilization 5. (is not Canada, Argentina, South Africa, Nigeria or Australia)<br />
{{EndCol}}<br />
<br><br />
<br />
{{EXALT (EU2012)}}<br />
{{Template:Maps Navbar (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
[[Category: Missions (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Oathedhttps://www.ufopaedia.org/index.php?title=Covert_Operations_(EU2012)&diff=69014Covert Operations (EU2012)2015-11-17T04:11:04Z<p>Oathed: /* Dealing with EXALT */</p>
<hr />
<div>{{Ref Open | title = Description }}<br />
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]<br />
#EXALT operates with cells. Initiate covert ops missions to neutralize individual cells. Eliminating those cells will recover intel you will need to locate the EXALT base. <br />
#EXALT cells are not always visible. Purchase an intel scan to reveal them. Hidden cells can hurt XCOM or the countries they are operating in.<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br><br />
<noinclude><br />
==Dealing with EXALT==<br />
[[File:EXALT Base Choice (EU2012).png|300px|right|Nigeria and South Africa can be accused without any penalty to XCOM]]<br />
Anti-[[EXALT (EU2012)|EXALT]] operations are accessed through the Covert Operations view, which becomes available when [[Situation Room (EU2012)|Situation Room]] after EXALT becomes active. There are 2 main ways of dealing with EXALT: Intel Scans and Covert Operations missions. <br />
<br />
Intel Scans will reveal all hidden [[EXALT (EU2012)#EXALT Cells|EXALT Cells]] cells present on the world. The first Intel Scan taken each month has a fixed cost of §50, with later ones increasing by 100% of the previous cost. On Easy difficulty level the increase is only 50%. <br />
<br clear="all"><br />
<br />
==Covert Missions==<br />
[[Image:Covert Operative Retrieval (EU2012).png|right|300px|Covert Operative Retrieval]]<br />
To stop a revealed EXALT cell, XCOM may perform a Covert Operation on the country where the cell is based while the cell is still exposed (from 2 to 7 days, depending on difficulty level). There are two types of covert missions: [[Covert Extraction (EU2012)|Covert Extraction]] and [[Covert Data Recovery (EU2012)|Covert Data Recovery]], with about 10 [[Maps (EU2012)|maps]] for each type (20 total). There's no [[Meld (EU2012)|Meld]] present in Covert Missions maps. There is also no way to know which type of covert mission you will have before the Covert Operative is deployed.<br />
<br />
The operation consists of two steps, first the insertion of one of XCOM's soldiers as a Covert Operative (through the [[Situation Room (EU2012)|Situation Room]]) and 7 days later its extraction through a tactical [[Missions (EU2012)|mission]]. If the tactical mission is ignored after the XCOM [[Soldiers (EU2012)|soldier]] is inserted, the Covert Operative will be lost as KIA. If the Covert Mission is a failure the EXALT cell will disappear and go into hiding into another country.<br />
<br />
Besides elimination of the EXALT cell, success in the mission will provide a clue about the location of the EXALT base, and -1 [[Panic (EU2012)|panic]] to that country. Deploying an Operative will also prevent that country from leaving the Council at the end of the month, if its panic level has reached 5. <br />
<noinclude><br />
==EXALT Base Location==<br />
[[File:Nigeria EXALT (EU2012).png|300px|right|EXALT hiding in Nigeria]]<br />
Every successful mission where you recover EXALT intel will give a clue about the location of the EXALT Base. In the Covert Operations menu, you can read the clues, as well as markings on the countries that have been ruled out (and don't worry: it's automatic, so you don't need to hit Wikipedia for population statistics or Civ 5's civilizations) Once you get 3 clues you may make an accusation (raid) against a country. <br />
<br />
*If the accusation is correct then you'll be able to [[EXALT Base Raid (EU2012)|assault]] their base and end their menace for good.<br />
*If you're wrong the country will leave the [[The Council (EU2012)|Council]]. <br />
*If you accuse a country which already left the Council, the penalty for guessing wrong is a continent-wide 2 point panic increase.<br />
**If all of the continent's countries already left the Council there's no penalty added for a wrong accusation. This can be used to narrow down the EXALT Base choices. <br />
* Failing to destroy the EXALT base during the raid mission will also cause the country to leave the XCOM project or raise panic on the rest of the continent by 2 points.<br />
<br />
Note though, that while 3 clues acquired will allow you to assault the base, with three clues gained, you will have eliminated only half the countries, leaving eight to choose from. It will take approximately 7 or 8 clues total to eliminate all the countries except one.<br />
<br />
WARNING: After activating the [[Gollop Chamber (EU2012)|Gollop Chamber]] you will no longer have the option to assault the EXALT base.<br />
<br />
==Additional Tips==<br />
[[File:EXALT Mission Results (EU2012).png|300px|right|EXALT Mission Results]]<br />
Regular Covert Operations to keep EXALT neutered means more experience points for your soldiers, extra credits, additional cool looking [[EXALT Weapons (EU2012)|weapons]] (to be sold or used) and less hassle for XCOM.<br />
<br />
There is value in keeping EXALT alive, allowing you to "farm" them. Since EXALT never progress beyond laser weaponry, they're a comparatively easy way to get soldier experience compared to end-game aliens. Late game you can become almost EXALT-proof by having enough labs to neutralise research hacks, enough income to make sabotage inconsequential and responding to propaganda operations to bring the panic level down again, meaning there's no great pressure to finish them off.<br />
<br />
<br clear="all"><br />
<br />
==EXALT Base Clues==<br />
The game automatically eliminates the countries described on the clues so it isn't necessary to figure out by yourself which countries are described or not.<br />
{{Col}}<br />
*The EXALT base is not in the United States.<br />
*The EXALT base is not in Canada.<br />
*The EXALT base is not in Mexico.<br />
*The EXALT base is not in the United Kingdom.<br />
*The EXALT base is not in Russia.<br />
*The EXALT base is not in France.<br />
*The EXALT base is not in Germany.<br />
*The EXALT base is not in China.<br />
*The EXALT base is not in Japan.<br />
*The EXALT base is not in India.<br />
*The EXALT base is not in Australia.<br />
*The EXALT base is not in Argentina.<br />
*The EXALT base is not in Brazil.<br />
*The EXALT base is not in Egypt.<br />
*The EXALT base is not in South Africa.<br />
*The EXALT base is not in Nigeria.<br />
{{ColBreak}}<br />
*The EXALT base is not in an English speaking country. (is not USA, UK, Canada and Australia)<br />
*The EXALT base is not in an island country. (not Australia, Japan or UK)<br />
*The EXALT base is east of the Atlantic Ocean. (is not USA, Canada, Mexico, Brazil and Argentina)<br />
*The EXALT base is not in North America.<br />
*The EXALT base is not in Asia. <br />
*The EXALT base is not in Europe.<br />
*The EXALT base is not in South America.<br />
*The EXALT base is not in Africa.<br />
*The EXALT base is not in a country with any territory in the Arctic Circle. (is not USA, Canada or Russia)<br />
*The EXALT base is not in one of the world's 5 most populous countries. (is not China, India, USA or Brazil - the missing one is Indonesia, in case you're asking)<br />
*The EXALT base is not in one of the two Cold War superpowers. (is not USA or Russia)<br />
*The EXALT base is in a country you can play in Civilization 5. (is not Canada, Argentina, South Africa, Nigeria or Australia)<br />
{{EndCol}}<br />
<br><br />
<br />
{{EXALT (EU2012)}}<br />
{{Template:Maps Navbar (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
[[Category: Missions (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Oathedhttps://www.ufopaedia.org/index.php?title=Alien_Deployment_(EU2012)&diff=69006Alien Deployment (EU2012)2015-11-16T23:36:54Z<p>Oathed: /* Abductions and Terror Sites */ 3</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 />
| Thinman||||||||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>Oathedhttps://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=68994Assault (EU2012)2015-11-16T22:49:36Z<p>Oathed: /* Abilities */</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 Quarters 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 Quarters 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 Quarters 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>Oathedhttps://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=68993Assault (EU2012)2015-11-16T22:40:21Z<p>Oathed: /* Abilities */</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.''<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 Quarters 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 Quarters 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 Quarters 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>Oathedhttps://www.ufopaedia.org/index.php?title=Air_Combat_(EU2012)&diff=68992Air Combat (EU2012)2015-11-16T22:22:52Z<p>Oathed: /* Damage Table */ links</p>
<hr />
<div>==Air Combat Mechanic==<br />
===UFO Detection===<br />
[[UFOs (EU2012)|UFOs]] can only be engaged after they are detected by [[Satellite (EU2012)|satellites]] and these will never detect UFOs on [[Alien Abductions (EU2012)|Abductions]] or [[Alien Terror (EU2012)|Terror]] missions.<br />
There can be two UFOs each month, with the second UFO having a 50% or 100% chance of being generated, depending on the number of missions - see [[Missions (EU2012)#UFOs|Missions (UFOs)]]. UFOs will be detected either flying or landed - see [[UFOs (EU2012)#UFO Missions|UFO Missions]] for details.<br />
<br />
===Dogfight Minigame===<br />
Once the Interceptor has been launched, you will watch it chase the UFO on the world map until it catches up, at which point you will enter the dogfight minigame interface.<br />
<br />
[[File:InterceptionEX.jpg|450px|thumb|right|A Raven intercepts an Alien Supply Barge UFO. The Raven has taken about 20% damage and has Aim and Dodge modules active, indicated by the highlighting.]]<br />
<br />
Key:<br />
# Time to loss of contact. If this reaches 0, the UFO will escape the Interceptor and will have to be re-engaged with another interceptor, if one is available.<br />
# The Interception craft.<br />
# The UFO. With practice you can learn to identify different UFO types in this interface.<br />
# Damage meter. When hit, this fills from the bottom. If this turns all red, the Interceptor is destroyed. You'll get a warning from the pilot at about 75% damage accumulated.<br />
# Abort Interception. Break off the interception and return to base. Useful if the Interception craft is getting pounded.<br />
# Engage [[UFO_Tracking_(Boost)_(EU2012)|UFO Tracking module]], if one is available. Freezes Loss of Contact clock for five seconds, and decreases approach time for close range weapons.<br />
# Engage [[Uplink_Targeting_(EU2012)|Uplink Targeting module]], if one is available. Guarantees next two attacks from Interceptor hit UFO.<br />
# Engage [[Defense_Matrix_(EU2012)|Defensive Matrix module]], if one is available. Allows Interceptor to dodge next two attacks from the UFO that would otherwise hit.<br />
<br />
===After Action Report===<br />
After the minigame ends, you will receive an Interception After Action Report. This will summarize the results of the interception. This is divided into three categories.<br />
<br />
*Result: This states whether the UFO escaped pursuit, was shot down, or the interception was aborted.<br />
*Crash: If the UFO was shot down, this will indicate that crew was seen moving at the crash site, allowing a Crash Recovery mission.<br />
*Interceptor: This indicates what happened to your interceptor. It can receive NO damage, LIGHT damage (1-33%), HEAVY damage (33-66%), SEVERE damage(66-99%) or have been shot down altogether.<br />
<br />
===Multiple Craft Interception===<br />
Unlike the original XCOM, you cannot use multiple craft to simultaneously attack a single UFO. Instead, multiple craft serve as sequential opportunities to shoot down the UFO, with each aircraft being deployed one after another to attack the UFO.<br />
<br />
If the 1st interceptor fails to shoot down the UFO, you can still launch more craft to try to shoot it down. However, after the 1st attempt the UFO will immediately try to escape and success in posterior attempts will depend on your craft and the UFO's speeds, their relative positions and the escape route chosen by the UFO. <br />
<br />
==Craft & Armaments Stats==<br />
<br />
{| class="wikitable" width="100%" <br />
|+ Craft Stats<br />
| align="center" style="background:#f0f0f0;"|'''Craft'''<br />
| align="center" style="background:#f0f0f0;"|'''Range'''<br />
| align="center" style="background:#f0f0f0;"|'''Size'''<br />
| align="center" style="background:#f0f0f0;"|'''Default Weapons'''<br />
| align="center" style="background:#f0f0f0;"|'''Speed'''<br />
| align="center" style="background:#f0f0f0;"|'''Engagement Speed'''<br />
| align="center" style="background:#f0f0f0;"|'''HP'''<br />
| align="center" style="background:#f0f0f0;"|'''Armor'''<br />
| align="center" style="background:#f0f0f0;"|'''Armor Penetration'''<br />
|- align="center"<br />
| Interceptor||25||Small||Avalanche||1500||10||2500||5||0<br />
|- align="center"<br />
| Skyranger <sup>1</sup>||25||Small||N/A||2000||10||8||0||0<br />
|- align="center"<br />
| Firestorm||25||Small||Avalanche||3500||20/20/15/15||6500||25||34/34/16/16<br />
|- align="center"<br />
| Small Scout||25||Small||UFO Plasma I||1500||20||800||0||7<br />
|- align="center"<br />
| Large Scout||25||Medium||UFO Plasma I||1800||22||1600||0/0/0/2||7<br />
|- align="center"<br />
| Abductor||25||Large||UFO Plasma II||2000||17||1800/1800/2200/200||5/5/10/13||3<br />
|- align="center"<br />
| Supply Barge||25||Large||UFO Plasma II||2500||25||2000/2000/2400/2400||16/16/30/36||4<br />
|- align="center"<br />
| Battleship||25||Very Large||UFO Fusion||3000||40||2400/2400/2900/2900||52/52/42/52||20<br />
|- align="center"<br />
| Overseer||25||Medium||UFO Plasma I<br>UFO Plasma II||3500||60||2500||64/64/45/52||25<br />
|-<br />
| colspan="9" | <sup>1</sup>Although the Skyranger isn't used for air combat, the game files have values for it.<br> Values in brackets display differences between difficulty levels (Easy/Normal/Classic/Impossible)<br>Source: XComStrategyGame.upk game file, XGItemTree class, [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] version.<br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ Armament Stats<br />
| align="center" style="background:#f0f0f0;"|'''Weapon'''<br />
| align="center" style="background:#f0f0f0;"|'''Range'''<br />
| align="center" style="background:#f0f0f0;"|'''Firing Time'''<br />
| align="center" style="background:#f0f0f0;"|'''Damage'''<br />
| align="center" style="background:#f0f0f0;"|'''Armor Pen'''<br />
| align="center" style="background:#f0f0f0;"|'''To Hit'''<br />
|- align="center"<br />
| Phoenix Cannon||85||1||350||11/11/6/6||95%<br />
|- align="center"<br />
| Avalanche||100||2||400||0||70%<br />
|- align="center"<br />
| Laser Cannon||85||0,75||400||25/25/25/28||85%<br />
|- align="center"<br />
| Plasma Cannon||100||1,25||800/800/700/700||48/48/33/33||85%<br />
|- align="center"<br />
| EMP Cannon||85||1,25||1200||44||100%<br />
|- align="center"<br />
| Fusion Lance||100||1,5||1400||44||90%<br />
|- align="center"<br />
| UFO Plasma I||101||1,25||300||0||75%<br />
|- align="center"<br />
| UFO Plasma II||101||1,25||400/400/400/500||20||75%<br />
|- align="center"<br />
| UFO Fusion||101||1,25||1200/1200/1250/1625||25||75%<br />
|-<br />
| colspan="6" | Values in brackets display differences between difficulty levels (Easy/Normal/Classic/Impossible)<br>Source: XComStrategyGame.upk game file, XGItemTree class, [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] version.<br />
|}<br />
<br />
===Damage Formula===<br />
<br />
Damage from the shots is calculated according to the following formulas: <br />
<br />
0.05 * (Target Ship Armor - (Weapon AP + Firing Ship AP) = Final Mitigation (value clamped between 0 and 0.95)<br />
Target Ship Damage = Weapon Damage * (1 - Final Mitigation)<br />
<br />
===Damage Table===<br />
<br />
Matchups proven winnable without the use of modules:<br />
<br />
<div style="text-align: center;"><br />
{| class="wikitable" width="100%" style="text-align: center<br />
|- <br />
! width="10%" | Difficulty <br />
! width="22.5%" | Easy<br />
! width="22.5%" | Normal<br />
! width="22.5%" | Classic<br />
! width="22.5%" | Impossible<br />
|-<br />
|[[Small Scout (EU2012)|Small Scout]]<br />
|Interceptor w/Avalanche Missiles<br />
|Interceptor w/Avalanche Missiles<br />
|Interceptor w/Avalanche Missiles<br />
|Interceptor w/Avalanche Missiles<br />
|-<br />
|[[Large Scout (EU2012)|Large Scout]]<br />
|Interceptor w/Avalanche Missiles<br />
|Interceptor w/Avalanche Missiles<br />
|Interceptor w/Avalanche Missiles<br />
|Interceptor w/Avalanche Missiles<br />
(misses and timeout may require 2)<br />
|-<br />
|[[Abductor (EU2012)|Abductor]]<br />
|Interceptor w/Avalanche Missiles<br />
|Interceptor w/Phoenix Cannon<br />
or Interceptor w/Avalanche Missiles x2 (x1 possible)<br />
|Interceptor w/Phoenix Cannon x2 (x1 possible)<br />
or Interceptor w/Avalanche Missiles x3 (x2 possible)<br />
|Interceptor w/Laser Cannon<br />
or Interceptor w/Phoenix Cannon x2<br />
|-<br />
|[[Supply Barge (EU2012)|Supply Barge]]<br />
|Interceptor w/Phoenix Cannon <br />
|Interceptor w/Phoenix Cannon x2 (x1 possible)<br />
|Interceptor w/Laser Cannon<br />
|Interceptor w/Laser Cannon x2<br />
|-<br />
|[[Battleship (EU2012)|Battleship]]<br />
|Interceptor w/Plasma Cannon<br />
|Interceptor w/Plasma Cannon x2 (x1 possible)<br />
|Firestorm w/Laser Cannon<br />
|Firestorm w/Plasma or EMP Cannon<br />
|-<br />
|[[Overseer (EU2012)|Overseer UFO]]<br />
|Firestorm w/Laser Cannon<br />
|Firestorm w/Laser Cannon x2 (x1 possible)<br />
|Firestorm w/Laser Cannon x2<br />
|Firestorm w/EMP Cannon (1 w/Plasma Cannon possible)<br />
|}<br />
</div><br />
In Enemy Within, UFO "hit points" seem to be slightly higher in Classic, and significantly so in Impossible. The listed matchups are still possible, but for ''regular'' success against Impossible Abductors, Barges, and Battleships, a module (or luck) may be needed on top of these matchups, or another Interceptor to make up the difference. The Battleship's Fusion Lance seems more potent, as well.<br />
<br />
==Interception Tactics==<br />
===Time...===<br />
Note that it take 3 days to transfer either Interceptors, or to buy a Raven, 14 (or 7 days with [[Foundry (EU2012)#Advanced Construction|Advanced Construction]], a late-game Foundry project) to build a Firestorm, and 24 hours to equip either kind of Interceptor with any type of weapon. Weapons removed from an Interceptor immediately become available for installation on other Interceptors, and if you dismiss a ship, its weapon will be automatically returned to your inventory. A detected UFO (landed or in-flight) will remain on the map for about 6 hours before leaving, often spawning a [[Battleship (EU2012)|Battleship]] that is scanning to destroy your hard-earned satellite, if it is not subsequently intercepted itself (if a satellite is destroyed, that country immediately goes into full [[Panic (EU2012)|Panic]], and the whole continent's panic levels also rise). You can idle on the [[Mission Control (EU2012)|Mission Control]] screen at the speed of about 1 minute a second, if it comes down to the wire. Beyond the Battleship (which can destroy satellites), letting a UFO go only affects the monthly score (which itself does not affect game play), and gets you nagged at by [[Bradford (EU2012)|Central]], and possibly the [[The Council (EU2012)|Council]] representative during the Monthly Report.<br />
<br />
===...& Money===<br />
For cost's sake: only bother putting an Interceptor on a continent with at least one satellite on it, as otherwise it cannot be called to action, as you will not be able to detect any UFOs at all over it. North America's Cover Bonus (3 satellites needed, or setting your home base there) is '''Air and Space''': "All aircraft and aircraft weapons cost 50% less to purchase, build and maintain." Note that the basic maintenence cost is §20 for a Raven and §10 for a Firestorm: it may not be cost effective to splurge on Ravens in early months, particularly if you find yourself regularly hurting for credits. Thus, it's more efficient to have one or two well-equipped Ravens (ideally per continent) rather than the cost of maintaining (and possibly replacing) a bunch of Ravens with just Avalanche Missiles for your early months. If save-scumming, you may be able to get away with only building one or two of the latest Interceptor weapons, and slapping it on the appropriately located Interceptor (or moving just the one well-equipped Interceptor around), if there's enough time between a UFO appearance and a preceeding save state. Ravens cost §40 to buy (or §20 with the Bonus). Lastly, when constructing Firestorms: initial credit and resource cost is reduced by the number of Engineers and the aforementioned Cover Bonus, and if you have Workshop base facilities placed next to each other (Enemy Within: the Foundry and the MEC Lab included), you will get refunds of credits, alloys, and Elerium once the Firestorm is completed.<br />
<br />
===Practice===<br />
You begin all games with two Ravens at your home base equipped with Avalanche Missiles, and for the first and second month, this will be all you need, even on Impossible Difficulty: Scouts and Large Scouts will fall easily enough to one basic Raven. If the first satellite you put up (besides the one already up as your Home Base satellite) is on another continent, consider moving the second Raven to that continent's hangar the same day, so both will be ready on the same time (and do so about 4-5 days before the end of the month: if a country is covered ''before'' the end of the month, Abductions will no longer occur on it, making you potentially 'waste' the -3 Panic that placing a satellite gives).<br />
<br />
However, when [[Abductor (EU2012)|Abductor]] ships begin to appear...<br />
<br />
Keeping pace with Interceptor-related research is ideal, so that even if you don't have the resulting items on hand, that with enough time between a save state and the appearance of a larger UFO, you can buy and install a stronger weapon, and/or at least buy another Raven for that continent. If you have 2 or more Interceptors on one continent, then like earlier games, you ''can'' send them both after a single UFO - just not at the same time: the Interceptor you send out before the next has to either return to base, or be destroyed, before sending the next one. Besides a missed UFO summoning a Battleship, it is a rare -- but not unheard of - occurrence that two UFOs will appear over a continent within a few days of one another, and repair times are much kinder than in the 1994 game: though if you can afford it, two interceptors a continent is still good for peace of mind and for just-in-case.<br />
<br />
If you don't mind a bit of save-scumming when you need to send multiple Interceptors after one UFO: the runs aren't seeded, so you can reload/redo untill your ship has a good run (ie; the pilot doesn't decide to catch every plasma bolt with his face, while attempting to shoot with his ass clenching the yoke), and then save before sending out the next Interceptor.<br />
<br />
Worst case (but still winnable) scenario is having to wait 5 hours for weapon installations to be completed (ie: [[Phoenix Cannon (EU2012)|Phoenix Cannons]] on two Ravens), sending the first Interceptor to the larger UFO (Abductor) and letting it attack until it is destroyed, then sending the second right after it, which may or may not reach the UFO, depending on the completely random path the UFO takes (even if savescumming right before, a UFO doesn't take the same path, though it will always be over the same country: UFO appearances are pre-chosen at the start of each month). A reload may place it on a more favorable flight path for your Interceptors, if you find that the UFO escapes your window of oppertunity to attack it.<br />
<br />
Naturally, researching for a Firestorm is a priority (complete both the [[UFO Flight Computer (EU2012)|Alien Navigation Computer]] and the [[UFO Power Source (EU2012)|UFO Power Source]] projects, then the [[New Fighter Craft (EU2012)|New Fighter Craft]] research), and you should hoard recovered Flight Computers and Power Sources away from [[Grey Market (EU2012)|Grey Market]] sales or Council requests until you have at least 1 Firestorm for each continent. Don't forget that a Thin Man Interrogation gives a research credit to UFO Tech, and the Heavy Floater Interrogation gives another credit to Flight Research (though you easily can (and should) complete the Firestorm's research, and even get a few Firestorms out of Engineering, well before Heavy Floaters begin to show up).<br />
<br />
You need 2 Computers and 1 Power Source per Firestorm. You may also be more likely to have a surplus of the Computers than Power Sources, so you may risk selling them, especially if you reach, say, a 10 Computer/5 Power Source quota (or however many left to put a Firestorm on each continent)-- though depending on how you're doing on Panic, you might find it more worthwhile to hold off on getting another Firestorm, and put up a [[Satellite_Nexus_(EU2012)|Satellite Nexus]] instead. Note that Firestorms will always be built on your Home Base, so plus the Interceptor you should always have there, that means you can only build up to 3 at a time (or, spend up to two weeks without an Interceptor over your base's continent. Obviously, a bad idea), and that it is also another 3 days to transfer, and one more day to give it the latest weapon. <br />
<br />
The best way to get Firestorms out to each continent without gimping yourself at home is usually to first get [[Plasma Cannon (EU2012)|Plasma Cannons]]. Then, put two Ravens at your home base with Plasma Cannons and order two Firestorms. These two Plasma Cannon equipped Interceptors should be enough to bring down anything that comes your way while you wait for the Firestorms. Equip your first two Firestorms with whatever weapon suits your fancy (Plasma Cannons, [[EMP Cannon (EU2012)|EMP Cannons]] or [[Fusion Lance (EU2012)|Fusion Lances]]). Once they're ready, move the two Interceptors elsewhere, along with one of your new Firestorms, leaving your other one at home. Build three more Firestorms. Equip them and send them out. Provided you have enough materials, this can get you one Firestorm on each Continent with whatever weapon you so desire in 33 days:<br />
*Day 1: First two Firestorms are ordered.<br />
*Day 14: First two Firestorms are completed and equipping begins.<br />
*Day 15: First two Firestorms are equipped. Hanger is cleared, next three Firestorms enter production.<br />
*Day 18: Firestorm shipped off from home continent arrives, 2 continents covered.<br />
*Day 29: Second batch of Firestorms are built, begin equipping.<br />
*Day 30: Second batch of Firestorms are equipped and sent out.<br />
*Day 33: Second Batch of Firestorms arrive at destinations, all 5 continents are covered.<br />
<br />
Your weapons for Interceptors have to be researched and, as mentioned, it is good to at least research them in advance, so that you can buy them from [[Engineering (EU2012)|Engineering]] (while it's a 24 hour ''installation'', their ''construction'' is immediate) as needed (though, of course, if you can afford it, you should equip all craft with the latest available weapons ASAP). As stated, Avalanche Missiles are sufficient for [[Small Scout (EU2012)|Small Scouts]] and [[Large Scout (EU2012)|Large Scouts]]. The Phoenix Cannon is also good, though your interceptors may get battered closing the distance required. Once in range, the firing rate and accuracy tends to outweigh the risks of approaching. The Phoenix Cannon will generally add some peace of mind if you find yourself really stretched thin on Interceptors in the early parts of the game. <br />
<br />
If you manage to capture and interrogate a [[Muton (EU2012)|Muton]] during their first appearance (at earliest in the 3rd month-- or if Slingshot is activated: depending on Difficulty and if in Enemy Unknown or Enemy Within, possibly as early as the 1st or 2nd month), they give a research credit to Plasma Weapons, starting with the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], then to the long-distance, medium-rate, high-damage Plasma Cannon, often 'sequence breaking' over the short-range [[Laser Cannon (EU2012)|Laser Cannon]], especially if you find yourself wanting for Plasma Weapons for most of your troops rather than Heavy Lasers for only the Heavy class (though, in Enemy Within, due to the larger reseach times required, the Laser Cannon does become the more realistic choice to proritize).<br />
<br />
The Plasma Cannon itself is a highly effective weapon that will quickly become your go-to weapon for your Interceptors and you wouldn't be harming yourself if you equipped every plane you had (Firestorm or Raven) with Plasma Cannons and called it a day. By about this time, you may be completing the research for the Firestorm, which leads to the ability to research the EMP Cannon, a must-have for recovering max amounts of alloys, computers, and Power Sources - though at the cost of leaving more aliens alive (note that, unlike earlier XCOM games, there is never any DOA/Instant Win occasions of a UFO Crash having no survivors, or exploding outright). Lastly, the Fusion Lance, used by alien Battleships, found only after destroying a Battleship (or with the [[Slingshot DLC (EU2012)|Slingshot DLC]]) and usable only by the Firestorm, is for making sure the UFOs die and stay dead. Not even a Battleship will be able to withstand a Fusion Lance.<br />
<br />
Modules are of moderate use, but can be helpful for your early-game dogfights. Their construction requires the corpses of [[Sectoid Corpse (EU2012)|Sectoids]] and [[Floater Corpse (EU2012)|Floaters]] (for Targeting and Defense, respectively), both of which tend to disappear late-game, and [[Cyberdisc Wreck (EU2012)|Cyberdisc wrecks]] for Tracking.<br />
*The [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting]] module is of somewhat unpredictable use, as it guarantees the next two shots, which may or may not have hit anyways, possibly 'wasting' it. The Avalanche Missiles are the most inaccurate weapons by a large margin; while they would benefit the most from this module, you should be phasing the Missiles out at the earliest opportunity anyways. The higher accuracy of all other weapons reduces this module's usefulness fairly early into a campaign.<br />
*The [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] module guarantees that the UFO's next two shots miss: more useful in that it's more likely that you are to be hit than you are to miss, the ideal time to use this is when the next shot the aliens take is likely to destroy your Interceptor, particularly for a Battleship's slow Fusion Lance shots.<br />
*The [[UFO Tracking (Boost) (EU2012)|UFO Tracking]] module extends the time your Interceptor is allowed to actually fire on a UFO before being forced to return to base. It also shortens the approach time for your short-range weapons, so you can get firing sooner and (ideally) take less damage meantime. Not too useful if you keep up with research, and get Firestorms ASAP: only the [[Overseer (EU2012)|Overseer]] UFO and Battleships have a chance of outrunning/timing out a Firestorm, so one with a Plasma/EMP/Lance won't even need this.<br />
<br />
Speaking of which: the Overseer UFO, like the Alien Base Assault, is a one time [[Storyline (EU2012)|storyline]] mission, and you can (somewhat) dictate when it will appear (a few hours to a few weeks after completion of the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] base facility). It is recommended to take it down with a Firestorm equipped with Plasma Cannons or better, as the UFO has both a small and a double-Plasma Cannon, and fires both of them with impunity. It does carry a large supply of Elerium (equal to a Barge), stored in two unique pairs of "Double Generators", so you may want to use EMP Cannons for the sake of this resource. You actually might not find modules to be of much use against this UFO: as said you shouldn't be using low-accuracy Avalanche Missiled against this craft, even with the Aim module, using short-range weapons is incredibly risky, so the Boost module may not be needed, and this UFO fires so rapidly, that the Dodge module will be used up in less than a second.<br />
<br />
Also, since all continents have their hangars in a roughly centralized location, and only South America has a small "surface area" for UFOs to be engaged in, you may find it hard to attack fast UFOs like the Overseer with Ravens alone: often they'll simply make your first Raven chase them for too long, to the point that a second Raven will not have time to intercept before the UFO flies out of range entirely (Case in point: the hangar whose Interceptors will have to cover all of Russia's airspace seems to be in Poland).<br />
<br />
The first UFO contact is always a Small Scout, and in the next month of April, you will begin to encounter Large Scouts, both of which should be easy prey for your starting 2 Ravens, even with the basic missiles (unless you're having a really unlucky day). Abductors will be the first UFOs you may have trouble with, starting in May. [[Supply Barge (EU2012)|Supply Barges]] tend to appear in June, and have a significant firepower increase over the smaller UFOs. Battleships are also on equal footing with a Firestorm equipped with Plasma, EMP, or Fusion weapons, but fortunately, don't appear randomly until very late game (more often in August than July), and a speed-run (or lucky) game may not see them at all: otherwise, you can allow a UFO to escape if you feel confident about attempting to take one down, for the sake of completion and resources and experience, as it attempts to destroy your [[satellite (EU2012)|satellite]] network (incidentally, UFO's that are an active risk for attacking your satellite will be noted by [[Bradford (EU2012)|Bradford]] to be having "a strange signal, like it's searching for something", and will be on the map with a scanning highlight (concentric rings)).<br />
<br />
===Perfect===<br />
The ideal endgame Interceptor situation is two Firestorms on each continent (or three if you want to feel redundant): one with a Fusion Lance, the other with either another Lance, or EMP cannons if you wish to farm UFOs (ie: more aliens to kill to level the Psi soldiers you've been buying with the money made on Grey Market sales from Computers, Sources, Elerium, and Alloys) (and the third with Plasma Cannons, because why not? Not like you can sell, say, those Phoenix Cannons you no longer need). With the strategy of sending the first Firestorm to soften the target (and abort ''before'' it gets destroyed), then sending the second to finish it off, even Battleship interceptions can become routine, without the use of modules, negating the need for the now-rare Floater and Sectoid corpses (incidentally: on Impossible Difficulty, Cyberdiscs also become rare in late-game months)(Enemy Within addendum: Sectoids will still be regularly fielded throughout a campaign as supports to Mechtoids). However, having 1 or 2 (depending on how many Firestorms you have) regular Interceptors with Plasma Cannons can add a safety net to your coverage. These can deal with smaller threats without risking your heavier hitters giving you some peace of mind for when XCOM decides to be XCOM and immediately throw a Battleship at you after you splashed a Small Scout.<br />
<br />
As a final note, never hesitate to abort an interception, especially if you have more planes waiting in the wings, your interceptor is equipped with something stronger than Avalanche Missiles or your interceptor is a Firestorm. As long as the UFO dies, you won't have a problem with the Council, even if it takes all 4 Interceptors, and only if you have extraordinarily bad luck will you get a second UFO over the same continent before any of your interceptors are back on their feet.<br />
<br />
==See Also==<br />
* [[UFOs (EU2012)|UFOs]]<br />
<br><br />
{{Craft Armaments (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aircraft (EU2012)]]<br />
[[Category: Guides (EU2012)]]<br />
[[Category:Strategy Guide (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=UFOs_(EU2012)&diff=68991UFOs (EU2012)2015-11-16T22:22:36Z<p>Oathed: /* UFO Types */</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 the <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>Oathedhttps://www.ufopaedia.org/index.php?title=Cyberdisc_(EU2012)&diff=68863Cyberdisc (EU2012)2015-11-15T00:33:27Z<p>Oathed: /* Info */ ds</p>
<hr />
<div>{{OriginalVersion (EU2012)}}<br />
<br />
[[Image: Cyberdisc 2 (EU2012).png|right|300px|Cyberdisc]]<br />
The Cyberdisc is a flying heavy weapons platform equipped with a devastating plasma cannon and covered in tough armour plating. When first encountered the Cyberdisc will be in a closed disc like form not unlike a miniature UFO. When the Cyberdisc is ready to attack it opens up to reveal a terrifying mass of tentacles bustling with heavy weaponry. It will take a lot of firepower to take down and it also comes equipped with [[Alien Grenade (EU2012)|alien grenades]]. They are one of the fastest ground units and can fly, using both abilities to overflank your soldiers. <br />
<br />
The Cyberdisc will explode on death, damaging everything in a small radius.<br />
<br />
Note that Cyberdiscs will always work in groups with [[Drone (EU2012)|Drone]] units. The Drones can repair the Cyberdisc. You might want to kill the Drones so the Cyberdisc cannot be healed. Just make sure the reward in doing so is greater than the risk.<br />
<br clear="all"><br />
==Info==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Cyberdisc 1 (EU2012).png|150px]]<br />
|appears=June<br>August (Marathon)<br />
|hp=16/16/20/20<br />
|aim=70/70/80/80<br />
|defense=10<br />
|will=0<br />
|move=18<br />
}}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Cyberdisc Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Cyberdisc Cannon || 7-9 || 12 or 13 || 10 <br />
|- align="center" <br />
| [[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || NA || NA <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Cyberdisc 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_BOMBARD.png|24px]]<br>'''Bombard'''|| ''Throw or launch grenades over exceptionally long distances.''<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>Has 35 fuel. <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_DEATHBLOSSOM.png|24px]]<br>'''Death Blossom'''|| ''Project an intense energy field from Closed position, damaging all nearby enemies.''<br> Damage from the attack can vary between 7 and 9. <br />
|-<br />
|}<br />
'''Notes'''<br />
* Cyberdiscs can be either in '''Open''' or '''Close''' position. They can only use their cannon and grenades while opened and they Death Blossom ability when closed. When a Cyberdisc is in its closed form it cannot receive [[Critical Hits (EU2012)|critical hits]].<br />
* They have the '''Robotic''' passive ability, making them immune to stun, poison and most psionic attacks. They are NOT immune to the [[Sniper]] Disabling Shot.<br />
*If killed during a successful mission a [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]] will be recovered.<br />
** After finishing [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] research, their corpses can be used to create [[UFO Tracking (Boost) (EU2012)|UFO Tracking]] modules to be used by interceptor craft. On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], completing its research will also unlock the [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]] gene mod. <br />
<br />
<br clear="all"><br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Foundry_(EU2012)&diff=68763Foundry (EU2012)2015-11-13T18:52:19Z<p>Oathed: /* Improved Pistol II */ sp</p>
<hr />
<div>[[Image:Foundry.jpg|thumb|right|300px|The Foundry.]]<br />
<br />
The Foundry allows for item upgrades similar to the [[Officer Training School (EU2012)|Officer Training School]]. Unlike the OTS, Foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various [[Research (EU2012)#Research Credits|Research Credits]]. Also, take note that, unlike [[Research (EU2012)|Research]] projects, multiple Foundry projects can be run at the same time (they will not affect each other's time requirement).<br />
<br />
In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Workshop (EU2012)|Workshop]] for Adjacency Bonus purposes.<br />
<br />
If you have a high Workshop refund bonus, it's easy to 'recycle' the same batches of credits, alloys, and Elerium for repeated projects. Any other components the projects require will be consumed as normal.<br />
<br />
==Construction==<br />
The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed. Cost and Time are based off 5 Engineers on Classic [[Difficulty (EU2012)|difficulty]].<br />
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. <br />
<br />
*Cost: 3 Power, §75<br />
*Time: 10 days<br />
*Maintenance: $20/month<br />
<br />
==Future Combat Bonus==<br />
If the [[XCOM Headquarters (EU2012)|XCOM bas]]e is located in Asia or by providing Asia with full [[Satellite (EU2012)|satellite]] coverage, commanders are granted the continent bonus '''Future Combat'''. This bonus reduces most of the resource requirements for Foundry projects by 50%. However, the requirements for [[Weapon Fragments (EU2012)|Weapon Fragments]], Corpses, Engineers, and base items to be improved upon (i.e. [[Alien Grenade (EU2012)|Alien Grenade]]) remain static.<br />
<br />
==Foundry Projects==<br />
===S.H.I.V.s===<br />
====Heavy Weapons Platform ([[S.H.I.V._(EU2012)|S.H.I.V.]])====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Heavy Weapons Platform Foundry (EU2012).png|100px]]<br />
| align="center" |'''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] <br />
| align="center" |§70 <br />
| align="center" |5 Engineers <br />
| align="center" | N/A<br />
| align="center" |7 days <br />
| align="center" |Basic [[S.H.I.V. (EU2012)|S.H.I.V.]] becomes available in [[Engineering (EU2012)|Engineering]]<br />
| align="center" |''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.'' <br />
|}<br />
*This unlocks S.H.I.V.s in general: the [[S.H.I.V. (EU2012)#Alloy S.H.I.V.|Alloy S.H.I.V.]] requires that the [[Carapace Armor (EU2012)|Carapace Armor]] research ''also'' be completed, and these ''plus'' the [[Firestorm (EU2012)|Firestorm]] research tree for the [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] (i.e., the latter two are '''not''' additional Research/Foundry projects).<br />
====S.H.I.V. Suppression====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:S.H.I.V. Suppression Foundry (EU2012).png|100px]]<br />
| align="center" | '''Foundry''':[[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br />
| align="center" | §40<br />
| align="center" | 15 Engineers<br />
| align="center" | N/A<br />
| align="center" | 7 days<br />
| align="center" | Allow [[S.H.I.V. (EU2012)|S.H.I.V.]] suppressive fire<br />
| align="center" | ''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of [[Suppression (EU2012)|suppressive fire]], letting them pin enemy targets down under a hail of bullets.''<br />
|}<br />
*Effectively the same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]'s Suppression ability.<br />
====S.H.I.V. Laser====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Heavy Lasers Research (EU2012).png|100px]]<br />
| align="center" | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br>'''Research''': [[Heavy Lasers (EU2012)|Heavy Lasers]]<br />
| align="center" | §100<br>30 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | Beam Weapons<br>All Weapons<br />
| align="center" | 7 days<br />
| align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with laser version<br />
| align="center" | ''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''<br />
|}<br />
*Adds +2 damage, +15 aim, +5 crit chance compared to Minigun.<br />
*Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.<br />
====S.H.I.V. Plasma====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Plasma Cannon Research (EU2012).png|100px]]<br />
| align="center" | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br>'''Research''': [[Heavy Plasma (EU2012)|Heavy Plasma]]<br />
| align="center" | §200<br>30 [[Elerium (EU2012)|Elerium]]<br>45 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 30 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>20 Engineers<br />
| align="center" | Plasma Weaponry<br>All Weapons<br />
| align="center" | 7 days<br />
| align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with plasma version<br />
| align="center" | ''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''<br />
|}<br />
* Adds +4 damage, +25 aim, +10 crit chance compared to Minigun.<br />
* As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.<br />
<br />
====S.H.I.V. Repair====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:S.H.I.V. Repair Foundry (EU2012).png|100px]]<br />
| align="center" | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br>'''Research''': [[Arc Thrower (EU2012)|Arc Thrower]] and [[EMP Cannon (EU2012)|EMP Cannon]]<br />
| align="center" | §70<br>15 [[Alien Alloys (EU2012)|Alloys]]<br>15 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 10 Engineers<br />
| align="center" | N/A<br />
| align="center" | 7 days<br />
| align="center" | Allows soldiers to repair [[S.H.I.V. (EU2012)|S.H.I.V.]] units with [[Arc Thrower (EU2012)|Arc Thrower]]. On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] MECs can also be repaired. <br />
| align="center" | ''After studying one of the small alien drone units, we believe that we could upgrade our Arc Thrower with the drone's 'robotic repair' ability, allowing our soldiers to repair S.H.I.V. units in combat.''<br />
|}<br />
* Again, a possible priority for S.H.I.V. users, if you cannot hack [[Drone (EU2012)|Drone]] for whatever reason (none available, can't get to them, etc).<br />
* Each use repairs 6 HPs of a S.H.I.V.. On the Enemy Within DLC it can also be used to repair [[MEC Trooper (EU2012)|MEC Trooper]]s.<br />
<br />
===Weapons/Equipment===<br />
====Improved Pistol I====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Pistol I Foundry (EU2012).png|100px]]<br />
| align="center" |'''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] <br />
| align="center" | §75<br />
| align="center" | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>5 Engineers<br />
| align="center" | All Weapons<br />
| align="center" | 7 days<br />
| align="center" | All pistols [[Critical Hits (EU2012)|Critical Chance]] increased by 20%<br />
| align="center" | ''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.''<br />
|}<br />
* A cheap, early Foundry upgrade, the 20% bonus is a nudge to the RNG to work more in your favor, particularly with other crit-boosting abilities/items.<br />
<br />
====Improved Pistol II====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Pistol II Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Beam Weapons (EU2012)|Beam Weapons]]<br />
| align="center" | §150<br>20 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 25 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | All Weapons<br />
| align="center" | 7 days<br />
| align="center" | Increases all pistols Aim by 10%<br />
| align="center" | ''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''<br />
|}<br />
*Formerly glitched in vanilla EU, this has been fixed in Enemy Within-- in which case, you may want to get this by the time EXALT shows up, so your pistol-wielding Operative can benefit from it.<br />
<br />
====Improved Pistol III====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Pistol III Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Plasma Pistol (EU2012)|Plasma Pistol]]<br />
| align="center" | §250<br>20 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 50 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>20 Engineers<br />
| align="center" | All Weapons<br />
| align="center" | 14 days<br />
| align="center" | All pistols Damage increased by 1<br />
| align="center" | ''Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.''<br />
|}<br />
*To a '''Gunslinger''' [[Sniper (EU2012)|Sniper]] with a Plasma Pistol, this totals to a respectable base damage of 5-7.<br />
<br />
====[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:SCOPE Upgrade Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Weapon Fragments (EU2012)|Weapon Fragments]]<br />
| align="center" | §75<br />
| align="center" | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | Beam Weapons<br>Weapons Technology<br />
| align="center" | 7 Days<br />
| align="center" | Increases [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]'s [[Critical Hits (EU2012)|Critical Chance]] by 10%<br />
| align="center" | ''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''<br />
|}<br />
*The item and upgrade of choice for a [[Sniper (EU2012)|Sniper]].<br />
*This upgrade gets added even though it is not mentioned in the critical column.<br />
====[[Alien_Grenade_(EU2012)|Alien Grenades]] ====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Alien Grenades Foundry (EU2012).png|100px]]<br />
| align="center" | '''Salvage''': [[Alien Grenade (EU2012)|Alien Grenade]]<br />
| align="center" | §75<br>10 [[Elerium (EU2012)|Elerium]]<br>25 [[Alien Alloys (EU2012)|Alloys]] <br />
| align="center" | 1x [[Alien Grenade (EU2012)|Alien Grenade]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>20 Engineers <br />
| align="center" | All Technology<br />
| align="center" | 7 days <br />
| align="center" | Alien Grenades will become available in unlimited quantity<br />
| align="center" | ''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all of our current frag grenades to this new, deadlier version.'' <br />
|}<br />
* On EU this upgrade is often fairly irrelevant. Assuming you stun-capture a [[Muton (EU2012)|Muton]], [[Heavy Floater (EU2012)|Heavy Floater]], and a [[Muton Elite (EU2012)|Muton Elite]], you'll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.<br />
* On the Enemy Within DLC the 2 items allowed by Tactical Rigging can make it more useful if you're planning to use a lot of grenades. Furthermore, any MEC Trooper with a Grenade Launcher equipped will do more damage (increases the damage from 4 to 5) with the grenades with Alien Grenades researched.<br />
** However, security personnel on [[XCOM_Base_Defense_(EU2012)|Base Defense]] will still only carry basic grenades, so don't research it just for that.<br />
<br />
====Improved [[Medikit_(EU2012)|Medikit]]====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Medikit Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]<br />
| align="center" | §125 <br />
| align="center" | 4 [[Thin Man Corpse (EU2012)|Thin Man Corpse]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>15 Engineers <br />
| align="center" | N/A<br />
| align="center" | 14 days <br />
| align="center" | Healing delivered by a single [[Medikit (EU2012)|Medikit]] charge increased from 4 to 6<br />
| align="center" | ''The flexible physiology of the [[Thin Man (EU2012)|Thin Men]] has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''<br />
|}<br />
*For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the '''Savior''' Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus '''Field Medic''', that's up to 30 HP a mission.<br />
**In Enemy Within, the MEC-2 Sentinel's Restorative Mist also benefits from this upgrade, and perhaps even makes better use of it, give it is an area-of-effect heal, meaning a single charge could theoretically heal 36 total damage (6 on each member of the Squad).<br />
<br />
====Improved [[Arc_Thrower_(EU2012)|Arc Thrower]] ====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Improved Arc Thrower Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Arc Thrower (EU2012)|Arc Thrower]] and [[Elerium (EU2012)|Elerium]] <br />
| align="center" | §100<br>20 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]] <br />
| align="center" | 4 [[Drone Wreck (EU2012)|Drone Wreck]]<br>20x [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers <br />
| align="center" | N/A<br />
| align="center" | 14 days <br />
| align="center" | Aliens up to 6 HP can be successfully stunned<br />
| align="center" | ''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.'' <br />
|}<br />
*Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won't be able to "stop on a dime" and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.<br />
*Before this upgrade: 3,2,1 HP -> 70,80,90% chance. After: 6,5,4,3,2,1 HP -> 70,80,90,95,95,95% chance. <br />
====[[Drone (EU2012)|Drone]] Capture====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Drone Autopsy Research (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Arc Thrower (EU2012)|Arc Thrower]], [[Drone Autopsy (EU2012)|Drone Autopsy]]<br />
| align="center" | §175<br />
| align="center" | 4 [[Drone Wreck (EU2012)|Drone Wreck]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>10 Engineers<br />
| align="center" | N/A<br />
| align="center" | 7 days<br />
| align="center" | Allows Arc Thrower to hack control of [[Drone (EU2012)|Drones]]<br />
| align="center" | ''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''<br />
|}<br />
*Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 damage weapon, repair S.H.I.V. and other Drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.<br />
*Upon mission completion, Drone automatically triggers self-destruct attack: will damage any nearby soldiers and UFO materials/equipment.<br />
<br />
====Ammo Conservation====<br />
{|class="wikitable"<br />
! width="10%" align="center" | Image<br />
! width="10%" align="center" | Requirements<br />
! width="7%" align="center" | Variable cost <br />
! width="10%" align="center" | Fixed cost <br />
! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Ammo Conservation Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Muton Autopsy (EU2012)|Muton Autopsy]] <br />
| align="center" | §150<br>90 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 6 [[Muton Corpse (EU2012)|Muton Corpse]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>15 Engineers<br />
| align="center" | Beam Weapons<br>Weapons Technology<br />
| align="center" | 14 days<br />
| align="center" | All weapons can be fired twice as many times before reloading<br />
| align="center" | ''[[Muton (EU2012)|Muton]] armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''<br />
|}<br />
*This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.<br />
*Multiple early Mutons can be encountered in the [[Slingshot_DLC_(EU2012)|Slingshot DLC]], with the exact number dependent on difficulty. Plus the Autopsy, you'll need 7 corpses total, though one can be the resulting corpse from the Muton Interrogation.<br />
<br />
===Miscellaneous===<br />
====Advanced Repair====<br />
{|class="wikitable"<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Advanced Repair Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy ]]<br />
| align="center" | §175<br>10 [[Elerium (EU2012)|Elerium]]<br>30 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 4 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]<br>20 Engineers <br />
| align="center" | N/A<br />
| align="center" | 14 days<br />
| align="center" | Improves repair rate of [[S.H.I.V. (EU2012)|S.H.I.V.s]] and [[Hangar (EU2012)#Crafts|aircraft]]<br />
| align="center" | ''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
|}<br />
*Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you'll probably have [[Firestorm (EU2012)|Firestorm]]s and Plasma Weapons, and not be too burdened by repair times.<br />
*On the other hand, if you're using a lot of SHIVs, this can help keep them ready for the next mission, meaning you need less overall.<br />
<br />
====Advanced Flight====<br />
{|class="wikitable"<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Archangel Armor Research (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Archangel Armor (EU2012)|Archangel Armor]]<br />
| align="center" | §325<br>50 [[Alien Alloys (EU2012)|Alloys]]<br>50 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 2 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]<br>2 [[Drone (EU2012)|Drone Wreck]]<br>2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]<br>25 Engineers<br />
| align="center" | Flight<br />
| align="center" | 14 days<br />
| align="center" | Doubles fuel for Archangel Armor from 6 to 12, and [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] from 12 to 24<br />
| align="center" | ''We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.''<br />
|}<br />
*As Archangel Armor is the suit of choice for [[Sniper (EU2012)|Snipers]], especially ones with Squadsight, the additional moves are appreciable.<br />
<br />
====Advanced Construction====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Advanced Construction Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]<br />
| align="center" | §375<br>50 [[Alien Alloys (EU2012)|Alloys]]<br>30 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 2 [[Sectopod Wreck (EU2012)|Sectopod Wreck]]<br>20 [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>30 Engineers<br />
| align="center" | N/A<br />
| align="center" | 14 days<br />
| align="center" | Allows you to construct facilities in half time for double cost<br />
| align="center" | ''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''<br />
|}<br />
*A very late-game upgrade, the most use you will have left from this is filling out your [[Firestorm (EU2012)|Firestorm]] fleet, and, if you feel the need, reorganizing your base facilities in short order.<br />
* It is toggled when facility/item is ordered, option will be named "Rush construction: ON/OFF"<br />
====Stealth [[Satellite (EU2012)|Satellites]]====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[File:Stealth Satellites Foundry (EU2012).png|100px]]<br />
| align="center" | '''Research''': [[Alien Nav Computer (EU2012)|Alien Nav Computer]]<br />
| align="center" | §150<br>20 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" | 3 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]<br>20 Engineers<br />
| align="center" | UFO Technology<br />
| align="center" | 7 Days<br />
| align="center" | Makes [[Satellite (EU2012)|Satellites]] harder to detect by [[UFOs (EU2012)|UFOs]]<br />
| align="center" | ''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''<br />
|}<br />
*As long as you shoot down a UFO, it won't spawn a [[Battleship (EU2012)|Battleship]] that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on [[Firestorm (EU2012)|Firestorm]]s.<br />
<br />
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===<br />
====Tactical Rigging====<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|100px|Tactical Rigging]]<br />
| align="center" |'''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] <br />
| align="center" | §200<br />
| align="center" | 5 Engineers<br />
| align="center" | N/A<br />
| align="center" | 7 Days<br />
| align="center" | Gives all [[Soldiers (EU2012)|soldiers]] 2 [[Equipment (EU2012)|item]] slots<br />
| align="center" | ''Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.''<br />
|}<br />
<br />
* One of the most important upgrade in Enemy Within; it basically gives the original Deep Pockets ability to everyone you have. Being able to carry two items makes certain items, such as the [[Mind Shield (EU2012)|Mind Shield]], significantly more attractive.<br />
* It's also a great way to make sure you always have someone to patch up a critically wounded squad mate, even if its the Medic who got dropped.<br />
* If you don't know what to give a soldier in his second slot, you can almost never go wrong with a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] or a [[Medikit (EU2012)|Medikit]].<br />
<br />
====Sentinel Drone====<br />
{|class="wikitable"<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Time<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|100px|Sentinel Drone]]<br />
| align="center" |'''Research''': [[Drone Autopsy (EU2012)|Drone Autopsy]]<br />
| align="center" | §80<br>20 [[Alien Alloys (EU2012)|Alloys]]<br>10 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 10 Engineers<br />
| align="center" | N/A<br />
| align="center" | 7 days<br />
| align="center" | Repairs 2 HP per turn. Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist<br />
| align="center" | ''We've been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we've been able to retain its repair capability and use its spare AI cycles to improve the SHIV's situational firing heuristics.''<br />
|}<br />
*Like the other S.H.I.V. upgrades, this only helps them. So: get it if you use them, ignore if you don't.<br />
<br />
====Shaped Armor====<br />
{|class="wikitable"<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
! width="10%" align="center" | Result<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|100px|Shaped Armor]]<br />
| align="center" |'''Research''': [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]<br />
| align="center" | §300<br>40 [[Alien Alloys (EU2012)|Alloys]]<br>20 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 20 Engineers<br />
| align="center" | N/A<br />
| align="center" | 14 days<br />
| align="center" | Increases [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] stats by 3 HP<br />
| align="center" | ''The invaders' mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.''<br />
|}<br />
<br />
* 3 HP might not sound like a lot, but it makes a big difference on MECs, given how much fire they tend to attract. It's less important if you're only using S.H.I.V.s, since they're replaceable.<br />
* If you're using this with S.H.I.V.s, this will extend the repair time because they can lose more HP before dying. You may want to build a few extra, or research Advanced Repair, if not both. MECs do not suffer from this downside.<br />
<br />
====Advanced Servomotors====<br />
{|class="wikitable"<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|100px|Advanced Servomotors]]<br />
| align="center" |'''Research''': [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]<br />
| align="center" | §300<br>40 [[Alien Alloys (EU2012)|Alloys]]<br>20 [[Elerium (EU2012)|Elerium]]<br />
| align="center" | 20 Engineers<br />
| align="center" | N/A<br />
| align="center" | 14 days<br />
| align="center" |Gives +3 movement points to [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] units<br />
| align="center" |''After a careful examination we've been able to replicate the articulated joints of the [[Mechtoid (EU2012)|Mechtoid]], allowing for mobility improvements on both our cybersuits and SHIV Units.''<br />
|}<br />
<br />
* Basically, this is the equivalent of the Sprinter [[Abilities (EU2012)|ability]] for MECs and S.H.I.V.s. If you're using them, its a great upgrade. If you aren't, don't bother.<br />
<br />
====Elerium Jelly====<br />
{|class="wikitable"<br />
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! width="7%" align="center" | Variable cost <br />
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! width="5%" align="center" | Research Credits applies <br />
! width="5%" align="center" | Time<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|100px|Elerium Jelly]]<br />
| align="center" |'''Research''': [[Elerium (EU2012)|Elerium]]<br />
| align="center" |§200<br>50 [[Elerium (EU2012)|Elerium]]<br />
| align="center" |15 Engineers<br />
| align="center" | N/A<br />
| align="center" |10 days<br />
| align="center" |Increases Flamethrower damage from 6 to 9<br />
| align="center" |''Using Elerium in tactical situations is quite risky; in the absence of a full sized craft's regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.''<br />
|}<br />
<br />
* If you're using the Flamethrower, you should probably buy this. 9 damage is enough to one-hit a [[Muton (EU2012)|Muton]] (on lower difficulties) and most [[EXALT Units (EU2012)|EXALT operatives]]. Remember: injured enemies can shoot back. Dead enemies can't.<br />
** 'Carryover' glitch lets you start all subsequent campaigns with the upgraded 9 damage as the base, and to 12 when completing this project again!<br />
<br />
====MEC Close Combat====<br />
{|class="wikitable"<br />
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! width="20%" align="center" | Description<br />
|-<br />
| align="center" |[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|100px|MEC Close Combat]]<br />
| align="center" |'''Research''': [[Meld Recombination (EU2012)|Meld Recombination]] and<br>'''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]<br />
| align="center" |§200<br>30 [[Alien Alloys (EU2012)|Alloys]]<br />
| align="center" |5 Engineers<br />
| align="center" | N/A<br />
| align="center" |7 days<br />
| align="center" |Kinetic Strike no longer ends the MEC's turn. Increases Kinetic Strike Module's damage from 12 to 18 <br />
| align="center" |''Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.''<br />
|}<br />
<br />
*If you're using Kinetic Strike Module, this allows your MEC to one-shot most enemies in the game in melee. If you aren't, don't waste your credits.<br />
** 'Carryover' glitch lets you start all subsequent campaigns with the upgraded 18 damage as the base, and raises it's power to a devastating 27 damage when upgraded again!<br />
<br />
==See Also==<br />
{{Base Facilities (EU2012)}}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Base Facilities (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=S.C.O.P.E._(EU2012)&diff=68359S.C.O.P.E. (EU2012)2015-11-10T22:48:40Z<p>Oathed: /* Notes */</p>
<hr />
<div>{{Ref Open | title = Description }} <br />
[[File:S.C.O.P.E. (EU2012).png|100px|right|S.C.O.P.E.]]<br />
When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim.<br />
* Provides an Aim bonus of 10 to the user<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
==Notes== <br />
{{Item Data Box (EU2012)<br />
|requires=[[Weapon Fragments (EU2012)|Weapon Fragments]]<br />
|costs=§20<br>5 Engineers<br />
|abilities/stats=+10 Aim<br />
}}<br />
<br />
* S.C.O.P.E.s can be upgraded to give a +10 Critical chance through the Foundry's project [[Foundry (EU2012)#Foundry Projects|Improved S.C.O.P.E]].<br />
* S.C.O.P.E.s can be very useful on [[Shotgun (EU2012)|Shotgun]]-wielding soldiers, extending their range by negating some of the range drop-off.<br />
* Pair this with a [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] to get nearly guaranteed hits (+20 Aim).<br />
** Even a rookie with a Light Plasma Rifle and S.C.O.P.E. will have trouble missing.<br />
* S.C.O.P.E.s can be excellent on '''Squadsight''' [[Sniper (EU2012)|Snipers]]. The aim bonus helps them remain accurate against enemies with defensive bonuses or who are in cover, the additional crit chance makes their shots more lethal, and they should ideally be fighting from out of range of other equipment options.<br />
* Crit bonus S.C.O.P.E. Upgrade doesn't show up in the detailed info screen, but it's there.<br />
* [[Aim (EU2012)|Aim]] and Crit bonus from S.C.O.P.E. don't stack with pistol upgrades.<br />
* All-in-all, the S.C.O.P.E is a safe bet almost anywhere and it never hurts to have a few spares lying around. If you have absolutely no idea what to give a soldier, give them a S.C.O.P.E.<br />
** It's probably easier to count the instances where a S.C.O.P.E. is actually a bad idea than it is to count where a S.C.O.P.E. is a good idea.<br />
<br />
==See Also==<br />
{{Equipment (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Equipment (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&diff=68128Second Wave (EU2012)2015-10-31T07:56:31Z<p>Oathed: /* Aiming Angles */</p>
<hr />
<div>[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.<br />
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].<br />
<br />
== Default Options ==<br />
===Damage Roulette===<br />
''[[Weapons (EU2012)|Weapons]] have a much wider range of damage.''<br />
* Does not apply to explosives.<br />
* Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. <br />
* Note: If using this in conjunction with 'Absolutely Critical', aliens that do not use cover will take an inordinate amount of '1 Damage' hits.<br />
<br />
===New Economy===<br />
''The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.''<br />
<br />
===Not Created Equally===<br />
''Rookies will have random starting stats.''<br />
* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.<br />
* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.<br />
* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.<br />
* All soldiers will have the same Health Points, value is defined by the difficulty level. <br />
===Hidden Potential===<br />
''As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.''<br />
* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.<br />
* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.<br />
* Aim score raises depend on the soldier's class:<br />
** [[Sniper (EU2012)|Sniper]]: 3-9<br />
** [[Support (EU2012)|Support]]: 2-6<br />
** [[Assault (EU2012)|Assault]]: 1-5<br />
** [[Heavy (EU2012)|Heavy]]: 0-2<br />
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5<br />
*[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.<br />
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.<br />
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]<br />
* Thus, with Hidden Potential, Not Created Equal, & OTS's Iron Will (and New Guy, for when making bulk soldier recruitments), the highest possible stats:<br />
** Will (all classes): Squaddies: 72. Colonels: 150.<br />
** Aim:<br />
*** Sniper: Squaddie: 89. Colonels: 143.<br />
*** Support: Squaddie: 86. Colonel: 122.<br />
*** Assault: Squaddie: 85. Colonel: 115.<br />
*** Heavy: Squaddie: 82. Colonel: 94.<br />
*** MEC Trooper: Dependent on rank upon conversion.<br />
**** Thus, Heavies should be augmented as Squaddies (113 max), Assaults whenever, and Supports and Snipers as Colonels.<br />
<br />
== Normal Victory Unlocks==<br />
===Red Fog===<br />
''Any wounds taken in combat will degrade a soldier's stats for that mission.''<br />
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).<br />
* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].<br />
* Movement is impaired by wounds too, each injured soldier has -2 movement. <br />
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.<br />
===Absolutely Critical===<br />
''A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].''<br />
* Shots to flanked or exposed target has +100% crit chance, rather than +50%.<br />
* Hardened target has -100% chance to hit by critical, rather than -60%.<br />
** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)<br />
* Unconfirmed - Does not affect aliens' chance to crit.<br />
===The Greater Good===<br />
''The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].''<br />
* You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].<br />
===Marathon===<br />
''The game takes considerably longer to complete.''<br />
* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.<br />
* Time for Research: x3.<br />
* Time for facilities building: x2 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).<br />
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).<br />
* You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). <br />
* Days in [[Infirmary (EU2012)|Infirmary]]: x2.<br />
* Marathon don't work if tutorial is activated.<br />
* Item requirements for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.<br />
** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.<br />
* Alien progress is slowed after April. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].<br />
** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remain the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.<br />
** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.<br />
<br />
== Classic Victory Unlocks==<br />
===Results Driven===<br />
''A country will offer less funding as its panic increases.''<br />
* Funding is boosted by 25% from countries with level 1 panic and is cut by 25% for each panic level above 2 (125% of funding at panic level 1, 100% at panic level 2, 75% at panic level 3, 50% at panic level 4 and 25% at panic level 5).<br />
===High Stakes===<br />
''The rewards granted for stopping alien abductions are randomized.''<br />
* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].<br />
===Diminishing Returns===<br />
''The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.''<br />
* This also increases engineer requirements for satellites.<br />
* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.<br />
* Satellite build time is decreased from 20 to 10 days. <br />
===More Than Human===<br />
''The [[Psionic (EU2012)|psionic]] gift is extremely rare.''<br />
* You'll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. <br />
* However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low.<br />
** The chance for Psi is calculated by dividing the trainee's Will by 8, and then further dividing it by (1 + number of already existing psi soldiers). As an example, the chance for a 2nd Psionic when testing a 120 Will soldier would be: 120/8/2 or 7.5%.<br />
<br />
== Impossible Victory Unlocks ==<br />
===Total Loss===<br />
''Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.''<br />
* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.<br />
* Think twice about giving equipment to rookies who will be used as cannon fodder. <br />
===War Weariness===<br />
''Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.''<br />
* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. <br />
===E-115===<br />
''[[Elerium (EU2012)|Elerium]] stores will degrade over time.''<br />
* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)<br />
* At the beginning it is better to sell all recovered Elerium until you can actually use it for manufacturing.<br />
* Later, after you capture a [[UFOs (EU2012)|UFO]] try to use as much of it as possible. <br />
* Elerium used in Engineering, Foundry and Research projects is 'saved', so one way to keep some Elerium is to start projects and stop them before their completion to recover and use the Elerium into something more useful. <br />
===Alternate Sources===<br />
''The power requirements of all facilities are increased.''<br />
* Power cost of all facilities are doubled. <br />
* [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.<br />
<br />
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==<br />
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]<br />
===Easy/Normal===<br />
====Training Roulette====<br />
''Randomize all [[Classes (EU2012)|class]] abilities sets.'' <br />
* You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. <br />
* Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.<br />
* Does not affect Psi or MEC abilities.<br />
* For more tips see [[Training Roulette (EU2012)|Training Roulette]].<br />
====Save Scum====<br />
''Saving a game will reset the RNG seed for the shots.''<br />
* This is essentially a cheat that can be used even on Ironman. <br />
====Aiming Angles====<br />
''The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.''<br />
* Can be very useful, makes the game more intuitive and realistic and less about either/or line of sight predictions - but Thin Men will also appreciate this option a lot.<br />
<br />
=== Normal Victory Unlocks ===<br />
====Mind Hates Matter====<br />
''Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.''<br />
===Classic Victory Unlocks ===<br />
====Itchy Trigger Tentacle====<br />
''Non-cover aliens with ranged attack have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.''<br />
* Applies to Floaters (both kinds), [[Mechtoid (EU2012)|Mechtoids]], [[Cyberdisc (EU2012)|Cyberdiscs]], [[Drone (EU2012)|Drones]], [[Sectopod (EU2012)|Sectopods]], and [[Ethereal (EU2012)|Ethereals]]. <br />
==See Also==<br />
* [[Difficulty (EU2012)|Difficulty Levels]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&diff=62533Impossible Difficulty (EU2012)2014-12-27T04:19:01Z<p>Oathed: /* Enemy Within DLC */ bug fix</p>
<hr />
<div>Making the transition from Classic to Impossible can be a steep climb. Here is a comparision of the main differences between both [[Difficulty (EU2012)|difficulty]] modes. <br />
<br />
=Tactical=<br />
* XCOM soldiers start with base 3 HPs (and +1 from [[Body Armor (EU2012)|Body Armor]]), a reduction that will have effects during all missions but making them very susceptible to KIAs from [[Sectoid (EU2012)|Sectoid]] Plasma Pistols at game start.<br />
* The [[Alien Life Forms (EU2012)|aliens]] will deploy on bigger numbers (usually 1 additional pod) during the 1st mission and specially on Terror Sites/UFOs. It can be a challenge to know how many pods are still inactivated.<br />
* The AI will use [[Alien Grenade (EU2012)|grenades]] more, specially when facing [[Muton Elite (EU2012)|Muton Elites]] or [[Heavy Floater (EU2012)|Heavy Floaters]]. After the aliens start fielding grenades the full cover positions in most maps will be very risky to use, since it will be blown away. <br />
<br />
==General Warnings==<br />
# Missions at the beginning of each month are the most dangerous since usually new aliens will be introduced. April will bring [[Floater (EU2012)|Floater]], [[Muton (EU2012)|Mutons]] (initially equipping with [[Light Plasma Rifle (EU2012)|LPRs]]) in May, [[Cyberdisc (EU2012)|Cyberdiscs]] come in June and [[Beserker (EU2012)|Beserkers]] in July. August brings [[Heavy Floater (EU2012)|Heavy Floaters]] and [[Sectopod (EU2012)|Sectopods]] and [[Muton Elite (EU2012)|Muton Elites]] will start appearing in September. <br />
# Expect several of the alien heavy units on the same mission. [[Alien Terror (EU2012)|Terror Sites]] with 5 Sectopods can be pretty terrifying. <br />
# Staying out of enemy Line of Sight (LOS) is crucial for the survival of XCOM soldiers. If they are seen they will be fired upon, grenaded and poisoned, and usually killed by a single plasma shot, specially in the first months. <br />
# During [[Alien Abductions (EU2012)|Abductions]]/Terror Sites/[[UFOs (EU2012)|UFO]] missions the aliens will have a number of packs tied to certain locations while others will be patrolling across the entire map. During the beginning of the mission and depending on the map you may expect to have those packs activated right in front of you.<br />
# When there are no active aliens, good [[Maps (EU2012)|map]] knowledge is crucial to know the possible locations of inactive alien packs.<br />
<br />
==Don't Panic==<br />
[[Panic (EU2012)|Panic]] management can be one of the biggest pains during the starting months on Impossible. The 2 [[Alien Abductions (EU2012)|Abduction]] missions that take place will leave the 4 unattended countries with a level 5 panic meaning that those 4 countries will leave the project at the end of the month. There are two main methods of dealing with this issue:<br />
*'''Let It Ride''' - build only 1 [[Satellite (EU2012)|satellite]] during March and launch it over the country that offers the biggest funding or to be able to secure a continent during April. This is the usual method if you are planning to do an April Base Rush strategy, where the main goal is to assault the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] as quickly as possible for the panic reduction and the loot. <br />
** '''Advantages''' - You'll be able to use the credits to get the [[OTS (EU2012)|OTS]]/[[Foundry (EU2012)|Foundry]]/[[Alien Containment (EU2012)|Alien Containment]] up and running and advance through your research or get some squad upgrades or [[S.H.I.V. (EU2012)|S.H.I.V.s]] quickly.<br />
** '''Disadvantages''' - Your funding will not increase much in April, forcing you to sell a lot of [[Alien Artifacts (EU2012)|alien artifacts]] later on. You risk losing one or more useful continent bonuses. <br />
*'''Satellite Of Love''' - build 3 sats before March 10th and get 5 engineers as quickly as possible before the 16th to build the 2nd [[Satellite Uplink (EU2012)|Satellite Uplink]]. This allows you to cover 3 countries with sats and reduce their panic and, if you are lucky, a [[Missions (EU2012)#Council Missions|Council mission]] will take place in one of those level 5 countries, meaning 0 defections on March. This method is usually the first step into the Satellite Rush strategy, where the main goal is to get at least 8 satellites on orbit as quickly as possible. <br />
** '''Advantages''' - a lot of needed credits in April and keeping most or all options available regarding continent bonuses for later on. <br />
** '''Disavantages''' - you'll need §200 by the 10th to pay for the sats and an additional 6 engineers by the 16th. While it is easy to get the credits, it's also possible not to get an engineer reward on the 1st Abduction mission, sending this plan crashing back to Earth. And even with the first engineer award, the 2nd Abduction mission may not happen before the 16th, but to anticipate that possibility you can always try building a [[Workshop (EU2012)|Workshop]] as quickly as possible. All of this means that there will be few credits left for any squad upgrades. <br />
<br />
'''Make Your Own Luck'''<br />
<br />
You lost a key Abduction mission or got 0 engineers, failed to capture an alien on time or got a [[Bomb Disposal (EU2012)|Bomb Disposal]] Council mission and decided to skip to prevent getting trashed by [[Thin Man (EU2012)|Thin Men]]. Things went wrong, either by bad luck or mistake and you were too late to complete a necessary step of any of the previous strategies. <br />
<br />
Start responding - cut your losses by cancelling satellites you won't be able to launch (you should always build them in batches of 1 for this purpose) and spend the money elsewhere. Think about what you need to do to get two satellite uplinks up in April, such as workshops, power and excavation. Or reinvest the cash in to squad upgrades and start thinking about what you need to take down the Alien Base at the end of April as a substitute for launching satellites. Or both, since it is even possible to build the second uplink and hit the base if you play your cards right.<br />
<br />
Above all, '''don't panic''' - losing 3 countries in March isn't catastrophic; no continent bonus is indispensable and you can live without 7 countries as long as you stabilise things before losing the 8th. As they say, sometimes it is necessary to sacrifice a few to save the rest. And remember this definition of luck: "to be prepared when the opportunity presents itself".<br />
<br />
== Know The Map ==<br />
Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover:<br />
* [[Boulevard (EU2012)|Boulevard Euro]] <br />
* [[CemeteryGrand (EU2012)|Cemetery Grand]]<br />
* [[CommercialStreet (EU2012)|Commercial Street]]<br />
* [[Demolition (EU2012)|Demolition]]<br />
* [[FastFood (EU2012)|Fast Food]]<br />
* [[HighwayBridge (EU2012)|Highway Bridge]] <br />
* [[Museum (EU2012)|Museum Euro]]<br />
* [[PierA (EU2012)|Pier A]]<br />
* [[RooftopsConst (EU2012)|Rooftops Const]]<br />
* [[SmallCemetery (EU2012)|Small Cemetery]] <br />
* [[StreetHurricane (EU2012)|Street Hurricane]]<br />
* [[StreetOverpass (EU2012)|Street Overpass]]<br />
* [[TrainStation (EU2012)|Train Station]]<br />
<br />
Other Abduction maps are more favorable, with much better cover, more movement options and/or easy roof access.<br />
* [[Bar (EU2012)|Bar]]<br />
* [[Commercial Alley (EU2012)|Commercial Alley]]<br />
* [[ConvenienceStore (EU2012)|Convenience Store]]<br />
* [[GasStation (EU2012)|Gas Station]]<br />
* [[Industrial Office (EU2012)|Industrial Office]]<br />
* [[LiquorStore (EU2012)|Liquor Store]]<br />
* [[OfficePaper (EU2012)|Office Paper]] <br />
* [[ResearchOutpost (EU2012)|Research Outpost]] <br />
* [[SlaughterhouseA (EU2012)|Slaughterhouse A]]<br />
* [[Trainyard (EU2012)|Trainyard]] <br />
* [[Truckstop (EU2012)|Truckstop]]<br />
<br />
==Take Cover==<br />
# Hunkering behind full cover is the key to survive, specially on the first missions. <br />
# If your soldiers in full cover can be seen by the aliens, hunker down. It will give them a total of +80 Defense and reduce a Sectoid's chance of hitting to 0 without range bonuses.<br />
# Only go on Move, [[Overwatch (EU2012)|overwatch]] or Fire if that soldier can survive the return fire from any active aliens with LOS on the soldier.<br />
# Learn which [[Cover (EU2012)|cover]] cannot be removed by alien gunfire or explosives. Destructible cover can give a very wrong sense of protection and get soldiers killed. <br />
# Pull back whenever outnumbered, specially right after two or three alien packs activate all of a sudden.<br />
# If your rookie is feeling brave and sure of hitting with 65% odds, consider what may happen when that alien(s) is still alive after he/she misses:<br />
## A single Alien that needs 2 shots to kill one of your soldiers is a nuisance.<br />
## 2 or more Aliens that need 2 shots to kill one of your soldiers are a threat. The same for 1 Alien that only needs 1 shot and has your soldier on its sights.<br />
## 2 or more Aliens that need only 1 shot to kill a soldier is risking disaster for the entire squad.<br />
<br />
==Move Softly==<br />
# When scouting with a unit starting on a location in full cover, don't advance to the maximum of moving range during the 1st Action. That way you'll be able to go back, not to your starting location in view of any aliens, but to a square next to it, that prevents the aliens to have Line of Sight in your unit. <br />
# If choosing between spending the 2nd action to move to full cover or to hunker down behind half cover, go for the latter. Hunkering down gives you +40 [[Defense (EU2012)|Defense]] (like full cover) and prevents critical hits (unlike full cover).<br />
# Move very, very slowly when you're sure to approach the location of aliens, either active or inactive. In many occasions it is better to only have 1 unit moving on each turn. This allows to have the entire squad prepared to deal with any hostile encounters.<br />
# Roofs are essential to move without alien interference. Be aware that some alien packs may be waiting for activation on roofs, though.<br />
# Aliens overwatching are more deadly: a Sectoid can kill a Rookie when firing on Overwatch, and LPRs can kill Sergeants, if they are not carrying vests. <br />
# Advancing through dashing will usually result in:<br />
## The activation of further alien packs.<br />
## Your soldier missing the shot and/or not killing the alien.<br />
## Your soldier being killed by the reaction of any active aliens. <br />
## All of the above.<br />
<br />
==Strike Efficiently==<br />
# When a soldier reaches a full cover position where it is [[Flanking (EU2012)|overflanking]] an alien but the odds don't ensure a kill, Hunker Down or go on [[Overwatch (EU2012)|Overwatch]]. With the last option, the alien will usually 'freeze' (technically this is a bug/exploit and doesn't work 100% - and doesn't work at all in Enemy Within after the bug fix) and will not take any action during its turn, as long as all XCOM units on its Line Of Sight (LOS) are in full cover.<br />
# Cars will blow up when hit by a Rocket or two [[Frag Grenade (EU2012)|Frag Grenades]] and add an additional 6 Damage points to any aliens huddled against them. <br />
# Besides the Damage they inflict, Frag Grenades and Rockets can be used to remove any cover and leave the aliens exposed. Firing at an unit that just got exposed by an explosion gives the attacker a +20/40 Aim boost (depending whether the alien was behind half or full cover), plus a +50% bigger chance to inflict a [[Chance to Hit (EU2012)|Critical Hit]]. <br />
# One key ability is to be able to kill all or most of a alien pack before or when it's activated, through Rockets, Grenades or Overwatch shots. <br />
# The longer you take to kill the last active alien, the likelier the odds of an passive pack being activated and forcing you to pull back.<br />
# Keep a close eye on the squad's ammo levels. If a soldier or the squad is not engaged in combat have all of them reload their weapons. Reload to 100% ammo before activating an alien pack.<br />
# Splitting up, except for maybe one flanker, is not a great idea, especially since you double the risks of activating alien squads early.<br />
# If you've managed a good Blitzkreg, and have killed two of an alien squad's members in one round; the AI package for Impossible makes aliens fight more defensively, and will often make the remaining alien panic and retreat with both actions, even if they had a flanking advantage.<br />
<br />
==Squad Equiping==<br />
# When equipping during the initial months, the choice is between [[Frag Grenade (EU2012)|grenades]] or [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]]. The first means the ability to remove cover, and weaken/kill single or clustered aliens. The second the ability to survive a single Plasma Pistol or [[Light Plasma Rifle (EU2012)|LPR]] shot.<br />
#Completing the [[Slingshot DLC (EU2012)|Slingshot]] Missions not only gives you early access to the [[Officer Training School (EU2012)|OTS]] but also to a [[Shaojie Zhang (EU2012)|Lieutenant Heavy]] and the ability to capture the [[Plasma Rifle (EU2012)|Plasma Rifle]] from the [[Muton (EU2012)|Mutons]] that appear during the missions. You can also capture a [[Thin Man (EU2012)|Thin Man]] you get his [[Light Plasma Rifle (EU2012)|LPR]] which allow you to skip the [[Phoenix Cannon (EU2012)|Phoenix Cannon]] and [[Laser Cannon (EU2012)|Laser Cannon]] completely by going straight to the [[Plasma Cannon (EU2012)|Plasma Cannon]] – Just remember that none of the missions give Panic Reduction as a reward, and the rewards are static and not affected by the [[Second Wave (EU2012)|Second Wave]] option High Stakes.<br />
*Zhang is considerably better than any other heavy of his rank with his health surpassing that of a Colonel Heavy.<br />
<br />
== Classes ==<br />
* The [[Heavy (EU2012)|Heavy]] is the best starting class because of the [[Rocket Launcher (EU2012)|Rocket Launcher]] and the Bullet Swarm ability.<br />
# The Rocket Launcher is a life saver during the first months due to its ability to kill clustered aliens with 1 shot. By adding Shredder Rocket each Heavy can carry the equivalent of two grenades, with even better range and damage abilities. <br />
# Bullet Swarm is arguably the best second best perk at the beginning. It allows the Heavy to Fire and Hunker Down in the same turn, protecting it from alien counterfire. <br />
* [[Sniper (EU2012)|Snipers]] are also very useful if they have Squad Sight, allowing them to fire without being exposed to the aliens. <br />
* [[Assault (EU2012)|Assaults]] need to be carefully used. Run & Gun allows to outflank and Overwatch aliens but long dashes can provoke the activation of more aliens. <br />
* [[Support (EU2012)|Supports]] are underpowered until [[Laser Rifle (EU2012)|Laser Rifles]] or [[Light Plasma Rifle (EU2012)|LPRs]] are available. <br />
# The [[Assault Rifle (EU2012)|Assault Rifle]] has a limited damage and critical chance ability compared to the other classes weapons. <br />
# The [[Smoke Grenade (EU2012)|Smoke Grenade]] can only be used once or twice (if they have Smoke & Mirrors and doesn't give the same protection (+20 Defense) as hunkering down (double, or +40 behind full cover).<br />
# Sprinter is useful for spotting aliens and running away from trouble.<br />
<br />
=Aliens=<br />
==Game Start==<br />
* [[Sectoid (EU2012)|Sectoid]] HPs are increased to 4 HPs, preventing them from being killed by single Frag Grenade, although a well placed frag can take out the cover of three Sectoids, injure them and then leave them open to the rest of your squad.<br />
* [[Floater (EU2012)|Floaters]] and [[Thin Man (EU2012)|Thin Men]] HPs are increased from 4 to 6, making Assault Rifles even more unreliable at killing them, however, their Aim remains the same as in Classic. Rocket Launchers still give 1 shot kills against both aliens.<br />
* [[Outsider (EU2012)|Outsider]]s have 90 Aim, 10 Defense and 17 Mobility (the same as Beserkers). Be very careful with activating Outsiders on Impossible by mistake - a single one on the loose will wreak havoc amongst your troops with their high Aim and Movement. <br />
* [[Chryssalid (EU2012)|Chryssalids]] remain the same as Classic but Zombies are the bad news. They have 14 HPs (10 in Classic) and their Damage bonus is increased by 4 (+2 on Classic).<br />
<br />
==Mid Game==<br />
* [[Muton (EU2012)|Muton]] and [[Cyberdisc (EU2012)|Cyberdisc]] stats remain the same as in Classic.<br />
* [[Drone (EU2012)|Drones]] HP is increased to 7 HPs on Impossible, 2 more than in Classic, turning them into a bigger nuisance. It also prevents Drones from being killed in 1 shot by suppressing them with a [[Heavy Plasma (EU2012)|Heavy Plasma]] with HEAT Ammo and Mayhem.<br />
* [[Sectoid Commander (EU2012)|Sectoid Commanders]] HP is increased from 10 to 14 HPs on Impossible. They also have a 35 Will bonus (25 on Classic), allowing them even better odds on Mind Control attempts.<br />
* [[Beserker (EU2012)|Beserkers]] health is upgraded 25% from 20 HPs to 25 and they deal 2 extra points of Damage on Impossible (for a total of 11 base damage).<br />
<br />
==Late Game==<br />
* [[Muton Elite (EU2012)|Muton Elites]] have +10 Aim (for a total of 100 Aim on Impossible), giving the best accuracy on the game. In addition, their health is increased on Impossible from 14 to 18 HPs, while their Defense remains at +30. This combination of high stats, their Heavy Plasmas and their numbers (just facing 3 can be a nightmare) makes them the most dangerous aliens on all situations. <br />
* [[Heavy Floater (EU2012)|Heavy Floaters]] health is added 2 HPs to a total of 16. Their mobility and bigger usage of Alien Grenades (3 tossing grenades at one soldier with deal 15 points of damage) makes them also very dangerous.<br />
* Both Muton Elites and Heavy Floaters now can't be killed with a single plasma shot that isn't ability enhanced (i.e. Headshot, Shredder, Bring 'Em On) since it will deal a maximum of 15 damage with a critical hit. <br />
* [[Ethereal (EU2012)|Ethereals]] have +5 HPs and a 35 Will bonus (25 on Classic), allowing them better odds on Mind Control attempts.<br />
* [[Sectopod (EU2012)|Sectopods]] stats remain the same as in Classic. However, you'll face more of them during missions instead of just 1. Sectopods also seem to use more their Cannon to blow terrain.<br />
<br />
=[[XCOM:_Enemy_Within_DLC_(EU2012)|Enemy Within DLC]]=<br />
*Research times are increased by 70% from Easy/Normal difficulties on the EW DLC, 30% more than the 40% increase that already happens with Classic.<br />
*Muton Elites Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).<br />
*No longer possible to abuse the Overwatch exploit to get aliens to freeze.<br />
<br />
=See Also=<br />
* [[Alien Stats (EU2012)|Alien Stats]]<br />
* [[Survival Guide (EU2012)|Survival Guide]]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&diff=62532Impossible Difficulty (EU2012)2014-12-27T04:18:20Z<p>Oathed: /* Strike Efficiently */ bug fix</p>
<hr />
<div>Making the transition from Classic to Impossible can be a steep climb. Here is a comparision of the main differences between both [[Difficulty (EU2012)|difficulty]] modes. <br />
<br />
=Tactical=<br />
* XCOM soldiers start with base 3 HPs (and +1 from [[Body Armor (EU2012)|Body Armor]]), a reduction that will have effects during all missions but making them very susceptible to KIAs from [[Sectoid (EU2012)|Sectoid]] Plasma Pistols at game start.<br />
* The [[Alien Life Forms (EU2012)|aliens]] will deploy on bigger numbers (usually 1 additional pod) during the 1st mission and specially on Terror Sites/UFOs. It can be a challenge to know how many pods are still inactivated.<br />
* The AI will use [[Alien Grenade (EU2012)|grenades]] more, specially when facing [[Muton Elite (EU2012)|Muton Elites]] or [[Heavy Floater (EU2012)|Heavy Floaters]]. After the aliens start fielding grenades the full cover positions in most maps will be very risky to use, since it will be blown away. <br />
<br />
==General Warnings==<br />
# Missions at the beginning of each month are the most dangerous since usually new aliens will be introduced. April will bring [[Floater (EU2012)|Floater]], [[Muton (EU2012)|Mutons]] (initially equipping with [[Light Plasma Rifle (EU2012)|LPRs]]) in May, [[Cyberdisc (EU2012)|Cyberdiscs]] come in June and [[Beserker (EU2012)|Beserkers]] in July. August brings [[Heavy Floater (EU2012)|Heavy Floaters]] and [[Sectopod (EU2012)|Sectopods]] and [[Muton Elite (EU2012)|Muton Elites]] will start appearing in September. <br />
# Expect several of the alien heavy units on the same mission. [[Alien Terror (EU2012)|Terror Sites]] with 5 Sectopods can be pretty terrifying. <br />
# Staying out of enemy Line of Sight (LOS) is crucial for the survival of XCOM soldiers. If they are seen they will be fired upon, grenaded and poisoned, and usually killed by a single plasma shot, specially in the first months. <br />
# During [[Alien Abductions (EU2012)|Abductions]]/Terror Sites/[[UFOs (EU2012)|UFO]] missions the aliens will have a number of packs tied to certain locations while others will be patrolling across the entire map. During the beginning of the mission and depending on the map you may expect to have those packs activated right in front of you.<br />
# When there are no active aliens, good [[Maps (EU2012)|map]] knowledge is crucial to know the possible locations of inactive alien packs.<br />
<br />
==Don't Panic==<br />
[[Panic (EU2012)|Panic]] management can be one of the biggest pains during the starting months on Impossible. The 2 [[Alien Abductions (EU2012)|Abduction]] missions that take place will leave the 4 unattended countries with a level 5 panic meaning that those 4 countries will leave the project at the end of the month. There are two main methods of dealing with this issue:<br />
*'''Let It Ride''' - build only 1 [[Satellite (EU2012)|satellite]] during March and launch it over the country that offers the biggest funding or to be able to secure a continent during April. This is the usual method if you are planning to do an April Base Rush strategy, where the main goal is to assault the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] as quickly as possible for the panic reduction and the loot. <br />
** '''Advantages''' - You'll be able to use the credits to get the [[OTS (EU2012)|OTS]]/[[Foundry (EU2012)|Foundry]]/[[Alien Containment (EU2012)|Alien Containment]] up and running and advance through your research or get some squad upgrades or [[S.H.I.V. (EU2012)|S.H.I.V.s]] quickly.<br />
** '''Disadvantages''' - Your funding will not increase much in April, forcing you to sell a lot of [[Alien Artifacts (EU2012)|alien artifacts]] later on. You risk losing one or more useful continent bonuses. <br />
*'''Satellite Of Love''' - build 3 sats before March 10th and get 5 engineers as quickly as possible before the 16th to build the 2nd [[Satellite Uplink (EU2012)|Satellite Uplink]]. This allows you to cover 3 countries with sats and reduce their panic and, if you are lucky, a [[Missions (EU2012)#Council Missions|Council mission]] will take place in one of those level 5 countries, meaning 0 defections on March. This method is usually the first step into the Satellite Rush strategy, where the main goal is to get at least 8 satellites on orbit as quickly as possible. <br />
** '''Advantages''' - a lot of needed credits in April and keeping most or all options available regarding continent bonuses for later on. <br />
** '''Disavantages''' - you'll need §200 by the 10th to pay for the sats and an additional 6 engineers by the 16th. While it is easy to get the credits, it's also possible not to get an engineer reward on the 1st Abduction mission, sending this plan crashing back to Earth. And even with the first engineer award, the 2nd Abduction mission may not happen before the 16th, but to anticipate that possibility you can always try building a [[Workshop (EU2012)|Workshop]] as quickly as possible. All of this means that there will be few credits left for any squad upgrades. <br />
<br />
'''Make Your Own Luck'''<br />
<br />
You lost a key Abduction mission or got 0 engineers, failed to capture an alien on time or got a [[Bomb Disposal (EU2012)|Bomb Disposal]] Council mission and decided to skip to prevent getting trashed by [[Thin Man (EU2012)|Thin Men]]. Things went wrong, either by bad luck or mistake and you were too late to complete a necessary step of any of the previous strategies. <br />
<br />
Start responding - cut your losses by cancelling satellites you won't be able to launch (you should always build them in batches of 1 for this purpose) and spend the money elsewhere. Think about what you need to do to get two satellite uplinks up in April, such as workshops, power and excavation. Or reinvest the cash in to squad upgrades and start thinking about what you need to take down the Alien Base at the end of April as a substitute for launching satellites. Or both, since it is even possible to build the second uplink and hit the base if you play your cards right.<br />
<br />
Above all, '''don't panic''' - losing 3 countries in March isn't catastrophic; no continent bonus is indispensable and you can live without 7 countries as long as you stabilise things before losing the 8th. As they say, sometimes it is necessary to sacrifice a few to save the rest. And remember this definition of luck: "to be prepared when the opportunity presents itself".<br />
<br />
== Know The Map ==<br />
Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover:<br />
* [[Boulevard (EU2012)|Boulevard Euro]] <br />
* [[CemeteryGrand (EU2012)|Cemetery Grand]]<br />
* [[CommercialStreet (EU2012)|Commercial Street]]<br />
* [[Demolition (EU2012)|Demolition]]<br />
* [[FastFood (EU2012)|Fast Food]]<br />
* [[HighwayBridge (EU2012)|Highway Bridge]] <br />
* [[Museum (EU2012)|Museum Euro]]<br />
* [[PierA (EU2012)|Pier A]]<br />
* [[RooftopsConst (EU2012)|Rooftops Const]]<br />
* [[SmallCemetery (EU2012)|Small Cemetery]] <br />
* [[StreetHurricane (EU2012)|Street Hurricane]]<br />
* [[StreetOverpass (EU2012)|Street Overpass]]<br />
* [[TrainStation (EU2012)|Train Station]]<br />
<br />
Other Abduction maps are more favorable, with much better cover, more movement options and/or easy roof access.<br />
* [[Bar (EU2012)|Bar]]<br />
* [[Commercial Alley (EU2012)|Commercial Alley]]<br />
* [[ConvenienceStore (EU2012)|Convenience Store]]<br />
* [[GasStation (EU2012)|Gas Station]]<br />
* [[Industrial Office (EU2012)|Industrial Office]]<br />
* [[LiquorStore (EU2012)|Liquor Store]]<br />
* [[OfficePaper (EU2012)|Office Paper]] <br />
* [[ResearchOutpost (EU2012)|Research Outpost]] <br />
* [[SlaughterhouseA (EU2012)|Slaughterhouse A]]<br />
* [[Trainyard (EU2012)|Trainyard]] <br />
* [[Truckstop (EU2012)|Truckstop]]<br />
<br />
==Take Cover==<br />
# Hunkering behind full cover is the key to survive, specially on the first missions. <br />
# If your soldiers in full cover can be seen by the aliens, hunker down. It will give them a total of +80 Defense and reduce a Sectoid's chance of hitting to 0 without range bonuses.<br />
# Only go on Move, [[Overwatch (EU2012)|overwatch]] or Fire if that soldier can survive the return fire from any active aliens with LOS on the soldier.<br />
# Learn which [[Cover (EU2012)|cover]] cannot be removed by alien gunfire or explosives. Destructible cover can give a very wrong sense of protection and get soldiers killed. <br />
# Pull back whenever outnumbered, specially right after two or three alien packs activate all of a sudden.<br />
# If your rookie is feeling brave and sure of hitting with 65% odds, consider what may happen when that alien(s) is still alive after he/she misses:<br />
## A single Alien that needs 2 shots to kill one of your soldiers is a nuisance.<br />
## 2 or more Aliens that need 2 shots to kill one of your soldiers are a threat. The same for 1 Alien that only needs 1 shot and has your soldier on its sights.<br />
## 2 or more Aliens that need only 1 shot to kill a soldier is risking disaster for the entire squad.<br />
<br />
==Move Softly==<br />
# When scouting with a unit starting on a location in full cover, don't advance to the maximum of moving range during the 1st Action. That way you'll be able to go back, not to your starting location in view of any aliens, but to a square next to it, that prevents the aliens to have Line of Sight in your unit. <br />
# If choosing between spending the 2nd action to move to full cover or to hunker down behind half cover, go for the latter. Hunkering down gives you +40 [[Defense (EU2012)|Defense]] (like full cover) and prevents critical hits (unlike full cover).<br />
# Move very, very slowly when you're sure to approach the location of aliens, either active or inactive. In many occasions it is better to only have 1 unit moving on each turn. This allows to have the entire squad prepared to deal with any hostile encounters.<br />
# Roofs are essential to move without alien interference. Be aware that some alien packs may be waiting for activation on roofs, though.<br />
# Aliens overwatching are more deadly: a Sectoid can kill a Rookie when firing on Overwatch, and LPRs can kill Sergeants, if they are not carrying vests. <br />
# Advancing through dashing will usually result in:<br />
## The activation of further alien packs.<br />
## Your soldier missing the shot and/or not killing the alien.<br />
## Your soldier being killed by the reaction of any active aliens. <br />
## All of the above.<br />
<br />
==Strike Efficiently==<br />
# When a soldier reaches a full cover position where it is [[Flanking (EU2012)|overflanking]] an alien but the odds don't ensure a kill, Hunker Down or go on [[Overwatch (EU2012)|Overwatch]]. With the last option, the alien will usually 'freeze' (technically this is a bug/exploit and doesn't work 100% - and doesn't work at all in Enemy Within after the bug fix) and will not take any action during its turn, as long as all XCOM units on its Line Of Sight (LOS) are in full cover.<br />
# Cars will blow up when hit by a Rocket or two [[Frag Grenade (EU2012)|Frag Grenades]] and add an additional 6 Damage points to any aliens huddled against them. <br />
# Besides the Damage they inflict, Frag Grenades and Rockets can be used to remove any cover and leave the aliens exposed. Firing at an unit that just got exposed by an explosion gives the attacker a +20/40 Aim boost (depending whether the alien was behind half or full cover), plus a +50% bigger chance to inflict a [[Chance to Hit (EU2012)|Critical Hit]]. <br />
# One key ability is to be able to kill all or most of a alien pack before or when it's activated, through Rockets, Grenades or Overwatch shots. <br />
# The longer you take to kill the last active alien, the likelier the odds of an passive pack being activated and forcing you to pull back.<br />
# Keep a close eye on the squad's ammo levels. If a soldier or the squad is not engaged in combat have all of them reload their weapons. Reload to 100% ammo before activating an alien pack.<br />
# Splitting up, except for maybe one flanker, is not a great idea, especially since you double the risks of activating alien squads early.<br />
# If you've managed a good Blitzkreg, and have killed two of an alien squad's members in one round; the AI package for Impossible makes aliens fight more defensively, and will often make the remaining alien panic and retreat with both actions, even if they had a flanking advantage.<br />
<br />
==Squad Equiping==<br />
# When equipping during the initial months, the choice is between [[Frag Grenade (EU2012)|grenades]] or [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]]. The first means the ability to remove cover, and weaken/kill single or clustered aliens. The second the ability to survive a single Plasma Pistol or [[Light Plasma Rifle (EU2012)|LPR]] shot.<br />
#Completing the [[Slingshot DLC (EU2012)|Slingshot]] Missions not only gives you early access to the [[Officer Training School (EU2012)|OTS]] but also to a [[Shaojie Zhang (EU2012)|Lieutenant Heavy]] and the ability to capture the [[Plasma Rifle (EU2012)|Plasma Rifle]] from the [[Muton (EU2012)|Mutons]] that appear during the missions. You can also capture a [[Thin Man (EU2012)|Thin Man]] you get his [[Light Plasma Rifle (EU2012)|LPR]] which allow you to skip the [[Phoenix Cannon (EU2012)|Phoenix Cannon]] and [[Laser Cannon (EU2012)|Laser Cannon]] completely by going straight to the [[Plasma Cannon (EU2012)|Plasma Cannon]] – Just remember that none of the missions give Panic Reduction as a reward, and the rewards are static and not affected by the [[Second Wave (EU2012)|Second Wave]] option High Stakes.<br />
*Zhang is considerably better than any other heavy of his rank with his health surpassing that of a Colonel Heavy.<br />
<br />
== Classes ==<br />
* The [[Heavy (EU2012)|Heavy]] is the best starting class because of the [[Rocket Launcher (EU2012)|Rocket Launcher]] and the Bullet Swarm ability.<br />
# The Rocket Launcher is a life saver during the first months due to its ability to kill clustered aliens with 1 shot. By adding Shredder Rocket each Heavy can carry the equivalent of two grenades, with even better range and damage abilities. <br />
# Bullet Swarm is arguably the best second best perk at the beginning. It allows the Heavy to Fire and Hunker Down in the same turn, protecting it from alien counterfire. <br />
* [[Sniper (EU2012)|Snipers]] are also very useful if they have Squad Sight, allowing them to fire without being exposed to the aliens. <br />
* [[Assault (EU2012)|Assaults]] need to be carefully used. Run & Gun allows to outflank and Overwatch aliens but long dashes can provoke the activation of more aliens. <br />
* [[Support (EU2012)|Supports]] are underpowered until [[Laser Rifle (EU2012)|Laser Rifles]] or [[Light Plasma Rifle (EU2012)|LPRs]] are available. <br />
# The [[Assault Rifle (EU2012)|Assault Rifle]] has a limited damage and critical chance ability compared to the other classes weapons. <br />
# The [[Smoke Grenade (EU2012)|Smoke Grenade]] can only be used once or twice (if they have Smoke & Mirrors and doesn't give the same protection (+20 Defense) as hunkering down (double, or +40 behind full cover).<br />
# Sprinter is useful for spotting aliens and running away from trouble.<br />
<br />
=Aliens=<br />
==Game Start==<br />
* [[Sectoid (EU2012)|Sectoid]] HPs are increased to 4 HPs, preventing them from being killed by single Frag Grenade, although a well placed frag can take out the cover of three Sectoids, injure them and then leave them open to the rest of your squad.<br />
* [[Floater (EU2012)|Floaters]] and [[Thin Man (EU2012)|Thin Men]] HPs are increased from 4 to 6, making Assault Rifles even more unreliable at killing them, however, their Aim remains the same as in Classic. Rocket Launchers still give 1 shot kills against both aliens.<br />
* [[Outsider (EU2012)|Outsider]]s have 90 Aim, 10 Defense and 17 Mobility (the same as Beserkers). Be very careful with activating Outsiders on Impossible by mistake - a single one on the loose will wreak havoc amongst your troops with their high Aim and Movement. <br />
* [[Chryssalid (EU2012)|Chryssalids]] remain the same as Classic but Zombies are the bad news. They have 14 HPs (10 in Classic) and their Damage bonus is increased by 4 (+2 on Classic).<br />
<br />
==Mid Game==<br />
* [[Muton (EU2012)|Muton]] and [[Cyberdisc (EU2012)|Cyberdisc]] stats remain the same as in Classic.<br />
* [[Drone (EU2012)|Drones]] HP is increased to 7 HPs on Impossible, 2 more than in Classic, turning them into a bigger nuisance. It also prevents Drones from being killed in 1 shot by suppressing them with a [[Heavy Plasma (EU2012)|Heavy Plasma]] with HEAT Ammo and Mayhem.<br />
* [[Sectoid Commander (EU2012)|Sectoid Commanders]] HP is increased from 10 to 14 HPs on Impossible. They also have a 35 Will bonus (25 on Classic), allowing them even better odds on Mind Control attempts.<br />
* [[Beserker (EU2012)|Beserkers]] health is upgraded 25% from 20 HPs to 25 and they deal 2 extra points of Damage on Impossible (for a total of 11 base damage).<br />
<br />
==Late Game==<br />
* [[Muton Elite (EU2012)|Muton Elites]] have +10 Aim (for a total of 100 Aim on Impossible), giving the best accuracy on the game. In addition, their health is increased on Impossible from 14 to 18 HPs, while their Defense remains at +30. This combination of high stats, their Heavy Plasmas and their numbers (just facing 3 can be a nightmare) makes them the most dangerous aliens on all situations. <br />
* [[Heavy Floater (EU2012)|Heavy Floaters]] health is added 2 HPs to a total of 16. Their mobility and bigger usage of Alien Grenades (3 tossing grenades at one soldier with deal 15 points of damage) makes them also very dangerous.<br />
* Both Muton Elites and Heavy Floaters now can't be killed with a single plasma shot that isn't ability enhanced (i.e. Headshot, Shredder, Bring 'Em On) since it will deal a maximum of 15 damage with a critical hit. <br />
* [[Ethereal (EU2012)|Ethereals]] have +5 HPs and a 35 Will bonus (25 on Classic), allowing them better odds on Mind Control attempts.<br />
* [[Sectopod (EU2012)|Sectopods]] stats remain the same as in Classic. However, you'll face more of them during missions instead of just 1. Sectopods also seem to use more their Cannon to blow terrain.<br />
<br />
=[[XCOM:_Enemy_Within_DLC_(EU2012)|Enemy Within DLC]]=<br />
*Research times are increased by 70% from Easy/Normal difficulties on the EW DLC, 30% more than the 40% increase that already happens with Classic.<br />
*Muton Elites Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).<br />
<br />
=See Also=<br />
* [[Alien Stats (EU2012)|Alien Stats]]<br />
* [[Survival Guide (EU2012)|Survival Guide]]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&diff=56142Second Wave (EU2012)2014-03-20T22:55:53Z<p>Oathed: /* Second Wave Options */ a</p>
<hr />
<div>[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.<br />
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].<br />
<br />
== Second Wave Options ==<br />
'''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage.<br />
* Does not apply to explosives.<br />
* Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. <br />
* NOTE: If using this in conjunction with 'Absolutely Critical', aliens that do not use cover will take an inordinate amount of '1 Damage' hits.<br />
<br />
'''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.<br />
<br />
'''Not Created Equally''' - Rookies will have random starting stats.<br />
* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.<br />
* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.<br />
* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.<br />
* All soldiers will have the same Health Points, value is defined by the difficulty level. <br />
'''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.<br />
* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.<br />
* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.<br />
* Aim score raises depend on the soldier's class:<br />
** [[Sniper (EU2012)|Sniper]]: 3-9<br />
** [[Support (EU2012)|Support]]: 2-6<br />
** [[Assault (EU2012)|Assault]]: 1-5<br />
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5<br />
** [[Heavy (EU2012)|Heavy]]: 0-2<br />
**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.<br />
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.<br />
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]<br />
<br />
=== Normal Victory Unlocks===<br />
'''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.<br />
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).<br />
* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].<br />
* Movement is impaired by wounds too.<br />
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.<br />
'''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].<br />
* Shots to flanked or exposed target has +100% crit chance, rather than +50%.<br />
* Hardened target has -100% chance to hit by critical, rather than -60%.<br />
** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)<br />
* UNCONFIRMED - Does not affect aliens' chance to crit.<br />
'''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].<br />
* You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].<br />
'''Marathon''' - The game takes considerably longer to complete.<br />
* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.<br />
* Time for Research: x3.<br />
* Time for facilities building: x2 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).<br />
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).<br />
* You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). <br />
* Days in [[Infirmary (EU2012)|Infirmary]]: x2.<br />
* Marathon don't work if tutorial is activated.<br />
* Item requirements for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.<br />
** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.<br />
* Alien progress is slowed after April. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].<br />
** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.<br />
** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.<br />
<br />
=== Classic Victory Unlocks===<br />
'''Results Driven''' - A country will offer less funding as its panic increases.<br />
* Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.<br />
'''High Stakes''' - The rewards granted for stopping alien abductions are randomized.<br />
* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].<br />
'''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.<br />
* This also increases engineer requirements for satellites.:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.<br />
* Satellite build time is decreased.<br />
'''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.<br />
* You'll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. <br />
<br />
=== Impossible Victory Unlocks ===<br />
'''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.<br />
* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.<br />
'''War Weariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.<br />
* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. <br />
'''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.<br />
* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)<br />
'''Alternate Sources''' - The power requirements of all facilities are increased.<br />
* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.<br />
<br />
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==<br />
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]<br />
<br />
'''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.<br />
* Does not affect Psi or MEC abilities.<br />
* For more details see [[Training Roulette (EU2012)|Training Roulette]].<br />
<br />
'''Save Scum''' – Saving a game will reset the RNG seed for the shots.<br />
<br />
'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.<br />
<br />
=== Normal Victory Unlocks ===<br />
'''Mind Hates Matter''' - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.<br />
<br />
===Classic Victory Unlocks ===<br />
'''Itchy Trigger Tentacle''' - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Drone (EU2012)|Drone]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.<br />
<br />
==See Also==<br />
* [[Difficulty (EU2012)|Difficulty Levels]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Oathedhttps://www.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&diff=56141Second Wave (EU2012)2014-03-20T22:55:32Z<p>Oathed: /* Second Wave Options */ 1</p>
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<div>[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.<br />
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].<br />
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== Second Wave Options ==<br />
'''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage.<br />
* Does not apply to explosives.<br />
* Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. <br />
* NOTE: If using this in conjunction with 'Absolutely Critical', Aliens that do not use cover will take an inordinate amount of '1 Damage' hits.<br />
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'''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.<br />
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'''Not Created Equally''' - Rookies will have random starting stats.<br />
* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.<br />
* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.<br />
* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.<br />
* All soldiers will have the same Health Points, value is defined by the difficulty level. <br />
'''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.<br />
* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.<br />
* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.<br />
* Aim score raises depend on the soldier's class:<br />
** [[Sniper (EU2012)|Sniper]]: 3-9<br />
** [[Support (EU2012)|Support]]: 2-6<br />
** [[Assault (EU2012)|Assault]]: 1-5<br />
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5<br />
** [[Heavy (EU2012)|Heavy]]: 0-2<br />
**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.<br />
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.<br />
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]<br />
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=== Normal Victory Unlocks===<br />
'''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.<br />
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).<br />
* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].<br />
* Movement is impaired by wounds too.<br />
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.<br />
'''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].<br />
* Shots to flanked or exposed target has +100% crit chance, rather than +50%.<br />
* Hardened target has -100% chance to hit by critical, rather than -60%.<br />
** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)<br />
* UNCONFIRMED - Does not affect aliens' chance to crit.<br />
'''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].<br />
* You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].<br />
'''Marathon''' - The game takes considerably longer to complete.<br />
* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.<br />
* Time for Research: x3.<br />
* Time for facilities building: x2 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).<br />
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).<br />
* You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). <br />
* Days in [[Infirmary (EU2012)|Infirmary]]: x2.<br />
* Marathon don't work if tutorial is activated.<br />
* Item requirements for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.<br />
** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.<br />
* Alien progress is slowed after April. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].<br />
** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.<br />
** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.<br />
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=== Classic Victory Unlocks===<br />
'''Results Driven''' - A country will offer less funding as its panic increases.<br />
* Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.<br />
'''High Stakes''' - The rewards granted for stopping alien abductions are randomized.<br />
* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].<br />
'''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.<br />
* This also increases engineer requirements for satellites.:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.<br />
* Satellite build time is decreased.<br />
'''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.<br />
* You'll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. <br />
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=== Impossible Victory Unlocks ===<br />
'''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.<br />
* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.<br />
'''War Weariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.<br />
* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. <br />
'''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.<br />
* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)<br />
'''Alternate Sources''' - The power requirements of all facilities are increased.<br />
* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.<br />
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==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==<br />
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]<br />
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'''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.<br />
* Does not affect Psi or MEC abilities.<br />
* For more details see [[Training Roulette (EU2012)|Training Roulette]].<br />
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'''Save Scum''' – Saving a game will reset the RNG seed for the shots.<br />
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'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.<br />
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=== Normal Victory Unlocks ===<br />
'''Mind Hates Matter''' - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.<br />
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===Classic Victory Unlocks ===<br />
'''Itchy Trigger Tentacle''' - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Drone (EU2012)|Drone]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.<br />
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==See Also==<br />
* [[Difficulty (EU2012)|Difficulty Levels]]<br />
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[[Category: Enemy Unknown (2012)]]</div>Oathed