https://www.ufopaedia.org/api.php?action=feedcontributions&user=Robbx213&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T05:03:34ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=56418Assault (EU2012)2014-04-19T00:27:36Z<p>Robbx213: </p>
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<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.''<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 />
==== 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 />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining moves to attack them.<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). [[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 />
==See Also==<br />
<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Robbx213https://www.ufopaedia.org/index.php?title=User_talk:Grimlock&diff=40398User talk:Grimlock2012-10-26T23:56:22Z<p>Robbx213: Created page with "Go ahead and just create a symbology subsection if you like. I took screen shots and "paint"ed them down to just the icons for Soldier ranks... so go for it and just build as yo..."</p>
<hr />
<div>Go ahead and just create a symbology subsection if you like. I took screen shots and "paint"ed them down to just the icons for Soldier ranks... so go for it and just build as you go :) [[User:Robbx213|Robbx213]] 19:56, 26 October 2012 (EDT)</div>Robbx213https://www.ufopaedia.org/index.php?title=Squads_(EU2012)&diff=40377Squads (EU2012)2012-10-26T04:32:38Z<p>Robbx213: /* Six-Man Squad */</p>
<hr />
<div>== Four-Man Squad ==<br />
''The four-man squad is your default squad size.''<br />
<br />
The majority of your units this early will be rookies and therefore not have a class. Once you obtain sufficient ranked soldiers, you can start adjusting your squads for the missions you're embarking upon. The standard "one of each" is a typical approach here.<br />
<br />
== Five-Man Squad ==<br />
''The five-man squad is unlocked after purchasing the Squad Size I ability from the [[OTS_(EU2012) | Officer Training School]].''<br />
<br />
<br />
== Six-Man Squad ==<br />
''The six-man squad is unlocked after purchasing the Squad Size II ability from the [[OTS_(EU2012) | Officer Training School]].''<br />
=== Mobile Squad ===<br />
This squad makeup is designed around Terror and Bomb Disposal missions because of their time sensitivity; the core 4-person squad is tailored to moving through maps quickly for those missions with the expectation that Soldiers 5 & 6 are identically built and likely not a Support (only Class that doesn't get a real two-action ability). The remaining missions can mix in other builds more suited for slower, methodical planning and endurance. Note these are just the abilities that would be chosen; ones you can't choose or ones that could go either way are not specifically listed.<br />
===== Core Four =====<br />
* Sniper: Snap Shot, Damn Good Ground, Battle Scanner, Opportunist, Double Tap. Snap Shot lets you move and shoot; crucial for time-sensitive missions. Damn Good Ground is generally a good pick; you could choose to improve pistols through the Foundry and go with Gunslinger as a hedge against running out of ammo, but why not just get Ammo Conservation through the Foundry for the entire squad instead? Battle Scanner is simply a better alternative to Disabling Shot; the Scanner could actually be useful for seeing how many aliens/civilians/(zombies?) are hanging out inside that building. Go with Opportunist to allow the Sniper to give some helpful Overwatch at the back of the squad and address aim with a SCOPE instead of Executioner that only improves aim against half-damaged targets. Double Tap guarantees two attacks; relying on aliens to be flanked or out of cover and succeeding in the kill shot can be risky for the reward of additional actions via In The Zone.<br />
* Support: Sprinter, Smoke & Mirrors, Rifle Suppression, Sentinel. Sprinter will help you flank or reach a position with decent cover where you can reach squadmates with a Smoke Grenade. (Covering Fire is a close second option) In fast missions, the extra Smoke Grenade from Smoke & Mirrors will be more beneficial than extra heals; you need all your firepower mowing down aliens so a strategy involving multiple heals will be too slow. Same theory for Rifle Suppression; pin down an enemy and maneuver to kill them rather than worrying about the rare instances where your Soldiers are critically wounded and need Revival. Either Dense Smoke or Combat Drugs would be helpful; maybe Dense Smoke has a slight edge because it increases area of effect and you'll be moving quickly only needing defense in the smoke rather than sitting in the smoke and attacking with the extra Will and Crit Chance. Sentinel is as close to getting two actions as the Support class gets. It would also combine well with Covering Fire if you choose that over Sprinter.<br />
* Heavy: Bullet Swarm, Shredder Rocket, HEAT Ammo, Grenadier, Mayhem. Get two shots with Bullet Swarm; especially helpful against zombies and Chryssalids in Terror missions. Shredder Rocket and Grenadier are blowing sh-tuff up; do you really care about saving Weapon Fragments during a time-urgent Bomb or Terror mission? HEAT Ammo will be good when you start running up against Cyberdiscs and eventually Sectopods. Rocketeer is tempting, but you'll already have a Shredder Rocket and an extra grenade, so get some extra damage to supplement Bullet Swarm via Mayhem.<br />
* Assault: Close & Personal, Rapid Fire, Close Combat Specialist. The Assault is pretty open. In general, you'll probably want to lean to the Crit/High Damage side for your primary Assault to really blast aliens in the Terror and Bomb missions. Close & Personal would be particularly effective combined with Close Combat, especially with Chryssalids in Terror missions or if you Run & Gun an Assault to save a civilian in a Terror mission where the aliens tend to be more mobile and pop around corners right on top of your soldiers unexpectedly. Rapid Fire can help ensure a kill and doesn't get used if you make the kill on the first hit.<br />
===== Slow Mission Additions / Alternatives =====<br />
* Sniper: Squad Sight, Damn Good Ground, Disabling Shot. Would be a good unit to bring along on slower missions where you can take your time, especially when you're hoping to stun and capture an alien for interrogation (e.g., Earth base invasion).<br />
* Support: Cover Fire, Field Medic, Revive, Deep Pockets, Savior. Another good choice for slow, long missions like the Earth base invasion, Overseer, or large UFO (the one with cow carcasses) where you need every one of your 6 Soldiers fighting at full strength.<br />
* Heavy: Holo-Targeting, Suppression, Rapid Reaction, Danger Zone. All these abilities contribute to each other, potentially suppressing multiple units, potentially getting an extra reaction shot, and increasing Aim to hit those suppressed enemies for the rest of your squad.<br />
* Assault: Lightning Reflexes, Flush. Lightning Reflexes may be the most important supplemental ability for any squad, Terror/Bomb mission or not, so you can run that unit first to waste an enemy's Overwatch or to neutralize the Sectopod's Overwatch. Flush can be useful if you're low on ammo for Suppression and want to back the enemy off for a turn to get some space. It's also useful as a high-accuracy shot to finish off enemies with only a couple HP left. It's use is limited though against melee and units (e.g., flying) not using cover.<br />
<br />
== Achievement: Single-Man Squad ==<br />
''Clear a UFO crash site with one soldier on Classic or Impossible difficulty.''<br />
<br />
This mission is likely easiest towards the start of the game, when the aliens are not very strong. Heavy or Assault units would be most effective due to their high damage output and and their respective moving and firing abilities (Run & Gun or Bullet Swarm). Taking a medikit over a grenade will increase your longevity if you aren't killed outright, but the area of effect damage will be beneficial when trying to clear enemies more quickly.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Talk:Classes_(EU2012)&diff=40364Talk:Classes (EU2012)2012-10-25T23:15:46Z<p>Robbx213: /* In the Zone? */ new section</p>
<hr />
<div>I've just cleared the [[Soldiers (EU2012)]] of most of the material regarding classes/perks. My idea would be to put it on this page and have it focus on each class and how it can progress through rank (listing the abilities). The multiplayer builds for each class could also be included, since they'll give ideas on how to advance your soldiers through the ranks. Each major class has a total of 32 possible builds once they reach Colonel so it's too much work to list them all for now. <br />
A full description of all perks could then go to the [[Abilities (EU2012)|Abilities]] page, which could include the basic abilities (Hunker, etc.), class/rank abilities, OTS and equipment. What do you guys think? [[User:Hobbes|Hobbes]] 21:19, 20 September 2012 (EDT)<br />
: Looks like a great start, once the game is released we should add a sections about class-synergy, how you can combine abilities from several classes to create powerful tactics in combat. I am thinking of having each ability on a separate page, that way they can be transcluded into the wiki where they are needed.--[[User:Kokkan|Kokkan]] 02:18, 21 September 2012 (EDT)<br />
:: The class synergy page would be great on a Tactics section. It is possible to use section headings as bookmarks: e.g. <nowiki>[[Abilities (EU2012)#Run And Gun|Run And Gun]]</nowiki> so there shouldn't be a need for individual pages for each ability, unless there's a ton of material for each perk (which doesn't seem to be the case). Or even might be better to list them and group them together on specific pages for each class. I'll have a look into the Abilities/Classes pages to see what can go into one or another. [[User:Hobbes|Hobbes]] 05:09, 21 September 2012 (EDT)<br />
::: Yes, you are probably right. Lets keep them on one page, if the need the tanscluding later we can do that massive work later. --[[User:Kokkan|Kokkan]] 06:22, 21 September 2012 (EDT)<br />
::I just finished the Abilities page - I used your descriptions plus some rewriting but someone on the forums already told me it would be better to use the ingame descriptions. It's basically a master list of all abilities, on this page people can go into further detail about the class, advantages, disadvantages, perks, etc. [[User:Hobbes|Hobbes]] 13:07, 21 September 2012 (EDT)<br />
<br />
==Categorizing Abilities==<br />
<br />
I've started to look into the effect of each ability so that a player is aware of the effects of their choice. As an example, here's the Heavy class perks sorted according to several categories based on their descriptions and the effect they have on game stats - Firepower, Damage, Aim, Overwatch, Suppress, Team, Aim, Defense, Ammo, Equipment and Lethality.<br />
<br />
{| class="wikitable sortable" width="70%" <br />
|+ Heavy Abilities<br />
|- <br />
! width="75px" align="center" | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Fire Rocket''' || align="center" | Squaddie'' || align="center" | Firepower || align="center" | || align="center" | <br />
|-<br />
| align="center" | '''Bullet Swarm''' || align="center" | Corporal A || align="center" | Firepower || align="center" | || align="center" | <br />
|-<br />
| align="center" | '''Holo-Targeting''' || align="center" | Corporal B || align="center" | Team || align="center" | || align="center" | Aim<br />
|-<br />
| align="center" | '''Shredder Rocket''' || align="center" | Sergeant A || align="center" | Team || align="center" | Damage || align="center" | Ammo<br />
|-<br />
| align="center" | '''Suppression''' || align="center" | Sergeant B || align="center" | Suppress || align="center" | Overwatch || align="center" | <br />
|-<br />
| align="center" | '''HEAT Rounds''' || align="center" | Lieutenant A || align="center" | || align="center" | Damage || align="center" | <br />
|-<br />
| align="center" | '''Rapid Reaction''' || align="center" | Lieutenant B || align="center" | Firepower || align="center" | Overwatch || align="center" | <br />
|-<br />
| align="center" | '''Grenadier''' || align="center" | Captain A || align="center" | || align="center" | || align="center" | Ammo<br />
|-<br />
| align="center" | '''Danger Zone''' || align="center" | Captain B || align="center" | Suppress || align="center" | Damage || align="center" | <br />
|-<br />
| align="center" | '''Survival''' || align="center" | Major || align="center" | || align="center" | || align="center" | Defense<br />
|-<br />
| align="center" | '''Focused Suppression''' || align="center" | Colonel A || align="center" | Suppress || align="center" | Overwatch || align="center" | <br />
|-<br />
| align="center" | '''Tracer Beam Rounds''' || align="center" | Colonel B || align="center" | Team || align="center" | Damage || align="center" | <br />
|}<br />
<br />
This way a player can quickly sort out the abilities (using the sort buttons) and map out a specific path for a specialized build, focusing on one or more characteristics. <br />
<br />
A brief explanation of the categories:<br />
* Firepower - Increases amount of shots a unit can fire during a turn<br />
* Damage - Increase in damage inflicted by the unit's weapon<br />
* Lethality - Increase in chance of critical hit<br />
* Team - Ability to act as force multiplier (increase teammate's stats)<br />
* Suppress - Prevent enemy actions using suppressive/disabling fire<br />
* Overwatch - Reach to enemy movement during the alien's turn<br />
* Defense - Increase in cover or armor<br />
<br />
What do you guys think? [[User:Hobbes|Hobbes]] 12:18, 24 September 2012 (EDT)<br />
<br />
Here's the Sniper table:<br />
<br />
{| class="wikitable sortable" width="70%" <br />
|+ Sniper Abilities<br />
|- <br />
! width="75px" align="center" | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Headshot''' || align="center" | Squaddie || align="center" | Damage || align="center" | Lethality || align="center" |<br />
|-<br />
| align="center" | '''Snap Shot''' || align="center" | Corporal A || align="center" | Firepower || align="center" | || align="center" |<br />
|-<br />
| align="center" | '''Squad Sight''' || align="center" | Corporal B || align="center" | Aim || align="center" | Team || align="center" |<br />
|-<br />
| align="center" | '''Battle Scanner''' || align="center" | Sergeant A || align="center" | Equipment || align="center" | Team || align="center" | <br />
|-<br />
| align="center" | '''Gunslinger''' || align="center" | Sergeant B || align="center" | Damage || align="center" | || align="center" |<br />
|-<br />
| align="center" | '''Opportunist''' || align="center" | Lieutenant A || align="center" | Firepower || align="center" | Overwatch || align="center" | <br />
|-<br />
| align="center" | '''Disabling Round''' || align="center" | Lieutenant B || align="center" | || align="center" | Suppress || align="center" | <br />
|-<br />
| align="center" | '''Damn Good Ground''' || align="center" | Captain A || align="center" | Aim || align="center" | Defense || align="center" | <br />
|-<br />
| align="center" | '''Executioner''' || align="center" | Captain B || align="center" | Aim || align="center" | Lethality || align="center" | <br />
|-<br />
| align="center" | '''Low Profile''' || align="center" | Major || align="center" | || align="center" | Defense || align="center" | <br />
|-<br />
| align="center" | '''Double Tap''' || align="center" | Colonel A || align="center" | Firepower || align="center" | Suppress || align="center" | <br />
|-<br />
| align="center" | '''In The Zone || align="center" | '''Colonel B || align="center" | Firepower || align="center" | Lethality || align="center" | <br />
|}<br />
<br />
== In the Zone? ==<br />
<br />
Does the "flank" mean that any squad member can flank the target and the Sniper just makes the kill on that target, or does the Sniper have to be the one flanking its target? [[User:Robbx213|Robbx213]] 19:15, 25 October 2012 (EDT)</div>Robbx213https://www.ufopaedia.org/index.php?title=User:Robbx213&diff=39560User:Robbx2132012-10-18T01:21:20Z<p>Robbx213: </p>
<hr />
<div>I played Normal the last day+... I advanced WAY too fast in storyline. Was taking on Sectopods, Muton Elites, & Ethereals in the Overseer mission before I really had plasma or any of the advanced armors. Classic and Impossible are going to be interesting someday to balance speed of getting through without the Doom Tracker vs. slow enough to get the gear you need.<br />
: LOL :). Had the same problem on my first game. When I got to the Alien Base mission I had to face a Sectopod at the end that nearly killed 2 Colonels that had to be stabilized. The worst is really not having a clue about what they are capable. [[User:Hobbes|Hobbes]] 10:56, 15 October 2012 (EDT)<br />
<br />
On Normal, I didn't worry about attacking the Alien base until I got all alien tech I could. It shouldn't be difficult to stop the doom tracker if you realise that complete satellite coverage of a Continent would end their involvement in the 1 out of 3 choice missions. And that after you had all but 1 Continent covered, Panic ceases to be a problem. It is another matter in Classic or harder, of course.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 12:57, 15 October 2012 (EDT)<br />
<br />
I saw that mentioned elsewhere recently too (actually, I think in our Panic management page), that covering all but 1 continent solves panic issues. I haven't yet played a game to prove that to myself, but that seems promising to go for satellites and catch up on techs and stuff later maybe. [[User:Robbx213|Robbx213]] 21:21, 17 October 2012 (EDT)</div>Robbx213https://www.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&diff=39423S.H.I.V. (EU2012)2012-10-17T03:23:06Z<p>Robbx213: </p>
<hr />
<div>== Bugs and Work-arounds: [[(10/16/12: This section won't go into the use or types of SHIVs, only explanations of the various bugs that they currently have. However, please keep this in should someone get around to writing in-game information about them and they still haven't been fixed.)]] ==<br />
<br />
Despite being extremely useful, SHIVs are VERY broken. Almost to the point where I would suggest not using them AT ALL, but we'll get into that later. Other than the SHIVs having numerous, minor, in-battle bugs, the game seems to have trouble keeping track of how many there actually ARE. The first bug is the "normal" bug: no matter what you do when you return from a mission with a SHIV you will find an extra one in your barracks with the same name as the one you brought on the mission. However, there will be something strange about one of them (for example: one will be under repair even if the SHIV took no damage and it will not say when the repairs will be done); this is the easiest bug to fix: just dismantle the bugged out one because bringing it into a battle will cause unpredictable bugs, even bringing in the non-bugged one into a battle could cause problems just because of the mere existence of the other. The next bug involves a SHIV taking ANY damage during a battle; basically when a SHIV takes damage the game will create a copy of the SHIV at the end of the battle: one will be the non-bugged, damaged SHIV and the other will be a bugged, undamaged SHIV. This may not seem like a problem at first, just dismantle the bugged SHIV, right? Wrong. See, when you take six units into battle (including the SHIV) you can only take six home and with the normal bug this isn't a problem because the bugged SHIV is not counted on the units that you take home. However, when damage occurs both SHIVs are counted in the units you take home and if your squad is already full one of your soldiers will disappear. Poof, gone. Abducted by the aliens maybe. From what I can tell it's ALWAYS your highest ranking soldier. You can still recover the SHIV by deleting the bugged one as normal, however I have been unable to retrieve lost soldiers in anyway. The only work-arounds I have been able to find are to a) not bring a SHIV, their not much better than your average soldier and at this point need to much care to not lose a soldier, or b) leave a squad slot open. This may have been a bugged attempt by the developers to make SHIVs count as two units, not really sure at this time. Also, you could technically plan on having a rookie or other worthless soldier die in the battle in order to maximize firepower in the battle if your desperate; however this will get expensive after a while and lower the moral of your soldiers which could get more than one killed. I personally suggest leaving SHIVs out entirely until they're fixed as the the risk of forgetting to do all of the special treatment for them will likely be too great for many and losing an experienced soldier is worse. Leaving a squad slot empty isn't a bad choice either if you're not one to forget.<br />
--[[User:Absle|Absle]] 22:37, 16 October 2012 (EDT)<br />
<br />
I don't find much use for the SHIVs anyway. Even if you've got all Rookies, you want to be gaining XP to get their abilities. At best, a SHIV can suppress, maybe with advanced weapons that require dedicated research, and maybe either contribute as mobile cover or as a flying scout both with many hit points. Frankly, I built one in my first game just to see what they're like and haven't bothered again since. [[User:Robbx213|Robbx213]] 23:23, 16 October 2012 (EDT)</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39207Research (EU2012)2012-10-15T23:00:37Z<p>Robbx213: /* Weapons */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]''' || align="center" | ''"The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we've previously encountered."'' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | (N+31) ''Fast (2d)'' || align="center" | None<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]''' || align="center" | ''"This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | (N+31) ''Fast (4d)'' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' <br/> (N+31) ''"Normal (10d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor, Ghost Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || Hyperwave Communication, ? || Sectoid Commander<br />
|-<br />
| Weapons Technology² || Research: All Weapons (confirm?) <br/> [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
² These Research Credits apply a 25% reduction to research time on top of any other research credits.<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39206Research (EU2012)2012-10-15T22:59:20Z<p>Robbx213: /* Autopsies */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]''' || align="center" | ''"The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we've previously encountered."'' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | (N+31) ''Fast (2d)'' || align="center" | None<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]''' || align="center" | ''"This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | (N+31) ''Fast (4d)'' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor, Ghost Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || Hyperwave Communication, ? || Sectoid Commander<br />
|-<br />
| Weapons Technology² || Research: All Weapons (confirm?) <br/> [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
² These Research Credits apply a 25% reduction to research time on top of any other research credits.<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Sectoid_Commander_Autopsy_(EU2012)&diff=39205Sectoid Commander Autopsy (EU2012)2012-10-15T22:58:53Z<p>Robbx213: Created page with "Research results: ''"After an extensive analysis of this specimen's brain tissue, we've discovered some unusual activity in the synaptic connections that may be the source of the..."</p>
<hr />
<div>Research results: ''"After an extensive analysis of this specimen's brain tissue, we've discovered some unusual activity in the synaptic connections that may be the source of the... abilities our troops encountered in the field. Although somewhat similar in physical appearance to the Sectoid we previously identified, this "Commander" variant has an easily differentiated internal composition. We've theorized that these "enhanced electrical synapses," capable of transmitting nerve impulses at nearly three times the normal rate, are the product of careful genetic manipulation. if our theory holds true, that means the aliens are capable of modifying even the most complex tissue at a genetic level..."''</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39203Research (EU2012)2012-10-15T22:52:13Z<p>Robbx213: /* Autopsies */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | ''"The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we've previously encountered."'' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | (N+31) ''Fast (2d)'' || align="center" | ?<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]''' || align="center" | ''"This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | (N+31) ''Fast (4d)'' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor, Ghost Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || Hyperwave Communication, ? || Sectoid Commander<br />
|-<br />
| Weapons Technology² || Research: All Weapons (confirm?) <br/> [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
² These Research Credits apply a 25% reduction to research time on top of any other research credits.<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39202Research (EU2012)2012-10-15T22:50:59Z<p>Robbx213: /* Autopsies */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | ''"The beacon that we recovered from the alien base appears to send and receive transmissions using a spectrum of energy unlike anything found on Earth. I can only imagine what we'll find after further study. Psionic research credit applies, reducing research time by 50%."'' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | (N+31+credit) ''Fast (3d)'' || align="center" | ?<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]''' || align="center" | ''"This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | (N+31) ''Fast (4d)'' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor, Ghost Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || Hyperwave Communication, ? || Sectoid Commander<br />
|-<br />
| Weapons Technology² || Research: All Weapons (confirm?) <br/> [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
² These Research Credits apply a 25% reduction to research time on top of any other research credits.<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Interrogate_Sectoid_Commander_(EU2012)&diff=39201Interrogate Sectoid Commander (EU2012)2012-10-15T22:48:02Z<p>Robbx213: Created page with "Research results: ''"This specimen has a uniquely defined cellular structure within its brain, augmented by a series of advanced cybernetic implants that must have been ingrained..."</p>
<hr />
<div>Research results: ''"This specimen has a uniquely defined cellular structure within its brain, augmented by a series of advanced cybernetic implants that must have been ingrained shortly after its "birth." Due to the unusual abilities exhibited by this captive in the field, we've had to be particularly cautious during the interrogation process. Evidence of a telekinetic power unlike anything previously recorded in known science has left some members of the research team unwilling to approach the subject. We were met with limited success in retrieving new information directly from the captive, although we have come to understand how the captive was able to interact with the mysterious device we found within the alien base. We've also had time to further analyze the modules implanted in the subject's body, which will likely lead to a number of unexpected advances."''</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39200Research (EU2012)2012-10-15T22:44:51Z<p>Robbx213: /* Interrogations */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]''' || align="center" | ''"This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | (N+31) ''Fast (4d)'' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor, Ghost Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || Hyperwave Communication, ? || Sectoid Commander<br />
|-<br />
| Weapons Technology² || Research: All Weapons (confirm?) <br/> [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
² These Research Credits apply a 25% reduction to research time on top of any other research credits.<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&diff=39199Engineering (EU2012)2012-10-15T22:43:16Z<p>Robbx213: /* Build Items */</p>
<hr />
<div>[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOMs head of engineering.]]<br />
''In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.''<br />
<br />
== Dr. Shen ==<br />
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.<br />
<br />
<br />
== Resources ==<br />
'' Info on resources, cost & time''<br />
* Credits<br />
* Elerium<br />
* Alloys<br />
<br />
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.<br />
<br />
The formula for the cost of a manufactured item is:<br />
<br />
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]<br />
<br />
== Workshops ==<br />
''Info on workshops and bonus.''<br />
<br />
== The Foundry ==<br />
The Foundry is one of two places you can research equipment upgrades.<br />
<br />
[[Foundry (EU2012)|Foundry Projects]]<br />
<br />
== Projects ==<br />
''Info about engineering projects.''<br />
{{Col}}<br />
=== Items ===<br />
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]<br />
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]<br />
* [[Arc Thrower (EU2012)|Arc Thrower]]<br />
* [[Chitin Plating (EU2012)|Chitin Plating]]<br />
* [[Medikit (EU2012)|Medikit]]<br />
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]<br />
* [[Heavy Laser (EU2012)|Heavy Laser]]<br />
* [[Laser Scatter (EU2012)|Laser Scatter]]<br />
* [[Laser Pistol (EU2012)|Laser Pistol]]<br />
* [[Laser Rifle (EU2012)|Laser Rifle]]<br />
* [[Plasma Pistol (EU2012)|Plasma Pistol]]<br />
* [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]<br />
* [[Plasma Rifle (EU2012)|Plasma Rifle]]<br />
* [[Alloy Cannon (EU2012)|Alloy Cannon]]<br />
* [[Heavy Plasma (EU2012)|Heavy Plasma]]<br />
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]<br />
{{ColBreak}}<br />
<br />
=== Armor ===<br />
*[[Carapace Armor (EU2012)|Carapace Armor]]<br />
*[[Skeleton Suit (EU2012)|Skeleton Suit]]<br />
*[[Titan Armor (EU2012)|Titan Armor]]<br />
*[[Archangel Armor (EU2012)|Archangel Armor]]<br />
*[[Ghost Armor (EU2012)|Ghost Armor]]<br />
*[[Psi Armor (EU2012)|Psi Armor]]<br />
{{ColBreak}}<br />
<br />
=== Vehicles ===<br />
* [[Satellite (EU2012)|Satellite]]<br />
* [[Alloy SHIV (EU2012)|Alloy SHIV]]<br />
* [[SHIV (EU2012)|SHIV]]<br />
* [[Laser Cannon (EU2012)|Laser Cannon]]<br />
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]<br />
* [[Defence Matrix (dodge)]]<br />
* [[Uplink Targeting (Aim)]]<br />
<br />
{{EndCol}}<br />
<br />
== Build Items ==<br />
{| class="wikitable" width="100%" <br />
|+ Weapons<br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants. || align="center" | None || align="center" | §25<br/>5 Engineers || align="center" | Immediate<br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ Vehicles<br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Satellite (EU2012)|Satellite]] || align="center" | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight || align="center" | None || align="center" | §100<br/>5 Engineers || align="center" | 20d<br />
|-<br />
| align="center" | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align="center" | The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. || align="center" | Experimental Warfare || align="center" | §20 (Normal)<br/>5 Engineers || align="center" | Immediate<br />
|-<br />
| align="center" | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align="center" | Activate this module during interception to provide an immediate, temporary booste to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. || align="center" | Sectoid Autopsy || align="center" | §5 (Normal)<br/> 3x Sectoid Corpse <br/> 5 Engineers || align="center" | Immediate<br />
|-<br />
| align="center" | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align="center" | ''"Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field."'' || align="center" | Alien Alloys, Heavy Weapons Platform (SHIV) || align="center" | §75<br/>20 Alloys <br/>10 Engineers || align="center" | (N+46) 7d<br />
|-<br />
| align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | ''"The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs."'' || align="center" | Heavy Weapons Platform (SHIV)|| align="center" | §45<br/>5 Engineers || align="center" | (N+46) 7d<br />
|}<br />
<br />
== Build Facilities ==<br />
See also [[Base Facilities (EU2012)|Base Facilities]]<br />
<br />
{| class="wikitable" width="100%" <br />
|+ Facilities<br />
|- <br />
! width="15%" align="center" | Facility<br />
! width="25%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="10%" align="center" | Maintenance<br />
! width="20%" align="center" | Bonus<br />
! width="10%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | Access Lift || align="center" | Required to access a level. || align="center" | None || align="center" | §50<br/>2 Power || align="center" | §10 month || align="center" | None || align="center" | 5d<br />
|-<br />
| align="center" | Satellite Uplink || align="center" | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites. || align="center" | None || align="center" | §150<br/>5 Power<br/>10 Engineers || align="center" | §xx || align="center" | +1 Satellite capacity for every two uplinks constructed adjacent to another. || align="center" | 14d<br />
|-<br />
| align="center" | Satellite Nexus || align="center" | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. || align="center" | Alien Nav Computer Research || align="center" | §300<br/>8 Power<br/>25 Engineers<br/>25x Alloys<br/>2x UFO Flight Computer || align="center" | §26 month || align="center" | +1 Satellite capacity for every adjacent uplink. || align="center" | 21d<br />
|-<br />
| align="center" | Power Generator || align="center" | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. || align="center" | None || align="center" | §60 || align="center" | §11 month || align="center" | +2 power for every adjacent power facility. || align="center" | 5d<br />
|-<br />
| align="center" | Thermo Generator || align="center" | Thermal Power Generators supply +20 power, but must be built over steam vents. || align="center" | None || align="center" | §200 || align="center" | §xx || align="center" | +2 power for every adjacent power facility. || align="center" | Unknown<br />
|-<br />
| align="center" | Laboratory || align="center" | Each laboratory increases research speed by 20%. || align="center" | Acquire 1+ scientist || align="center" | §125<br/>3 Power<br/>6 Scientists || align="center" | §24 month || align="center" | +10% increase to research speed for every adjacent laboratory. || align="center" | 10d<br />
|-<br />
| align="center" | Workshop || align="center" | Each workshop adds 5 engineers to our staff. || align="center" | Acquire 1+ engineer || align="center" | §130<br/>3 Power<br/>15 Engineers || align="center" | §26 month || align="center" | +7% refund on resources used when building vehicles, foundry projects and facilities. || align="center" | 10d<br />
|-<br />
| align="center" | Foundry || align="center" | Develop new combat items or improve current items in the Foundry. || align="center" | Experimental Warfare Research || align="center" | §75<br/>3 Power || align="center" | §20 month || align="center" | None. || align="center" | 10d<br />
|-<br />
| align="center" | Alien Containment || align="center" | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. || align="center" | Xenobiology Research || align="center" | §85<br/>5 Power || align="center" | §18 month || align="center" | None. || align="center" | 7d<br />
|}<br />
<br />
== See Also ==<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Foundry_(EU2012)&diff=39198Foundry (EU2012)2012-10-15T22:41:07Z<p>Robbx213: /* Foundry Projects */</p>
<hr />
<div>The foundry allows for squad wide upgrades similar to the Officer Training School. <br />
<br />
__TOC__<br />
<br />
==Construction==<br />
The foundry must be constructed in the Ant Farm in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty.<br />
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. <br />
<br />
*Cost: 3 Power, §75<br />
*Time: 10 days<br />
*Maintenance: $20/month<br />
<br />
==Future Combat Bonus==<br />
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.<br />
<br />
==Foundry Projects==<br />
List of foundry projects.<br />
<br />
Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits.<br />
<br />
<br />
'''Heavy Weapons Platform (SHIV)'''<br />
*Requirements: None<br />
*Variable Cost: §70<br />
*Fixed Cost: 5 Engineers<br />
*Time: 7 days<br />
*''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.''<br />
<br />
'''Alien Grenades'''<br />
*Requirements: Salvaged Alien Grenade<br />
*Variable Cost: §75, 10x Elerium, 25x Alloys, <br />
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers<br />
*Time: 7 days<br />
*Frag grenades upgraded to Alien grenades. <br />
*''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...''<br />
<br />
'''Improved Medkit'''<br />
*Requirements: Thin Man Autopsy<br />
*Variable Cost: §125<br />
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers<br />
*Time: 14 days<br />
*+50% healing delivered by a single medkit charge.<br />
*''The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''<br />
<br />
'''Improved Arc Thrower'''<br />
*Requirements: Researched Arc Thrower and Elerium<br />
*Variable Cost: §100, 20 Elerium, 20 Alloys<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 14 days<br />
*Increase Stun success rate.<br />
*''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.''<br />
<br />
'''Advanced Repair'''<br />
*Requirements: Heavy Floater Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Improves repair rate of SHIVs and aircraft.<br />
*''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
<br />
'''S.H.I.V. Laser'''<br />
*Requirements: SHIV Project, Researched Heavy Lasers<br />
*Variable Cost: §100, 30x Alloys<br />
*Fixed Cost: 15x Weapon Fragment, 10 Engineers<br />
*Beam Weapon Research credit applies.<br />
*Time: 7 days (4 days)<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with laser cannon.<br />
*''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''<br />
<br />
'''S.H.I.V. Plasma'''<br />
*Requirements: SHIV Project, Researched Heavy Plasma<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with plasma cannon.<br />
*''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''<br />
<br />
'''S.H.I.V. Repair'''<br />
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Allows soldiers to repair SHIV units with Arc Thrower.<br />
<br />
'''Drone Capture'''<br />
*Requirements: Researched Arc Thrower, Drone Autopsy<br />
*Variable Cost: §175<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 7 days<br />
* Allows Arc Thrower to capture Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).<br />
*''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''<br />
<br />
'''Ammo Conservation'''<br />
*Requirements: Muton Autopsy <br />
*Variable Cost: §150, 90 Alloys<br />
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers<br />
*Beam Weapon Research Credit Applies<br />
*Time: 4 days (2 days) ; Normal+41eng=14d<br />
*All weapons can be fired twice as many times before reloading.<br />
*''Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''<br />
<br />
'''Advanced Flight'''<br />
*Requirements: Researched Archangel Armor<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.<br />
<br />
'''Advanced Construction'''<br />
*Requirements: Sectopod Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: 2x Sectopod wrecks<br />
*?<br />
*Time: ?<br />
*Allows you to construct facilities in half time for double cost(toggled when facility is ordered)<br />
*''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''<br />
<br />
'''Improved Pistol I'''<br />
*Requirements: None<br />
*Variable Cost: §75<br />
*Fixed Cost: 5x Weapon Fragment, 5 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Critical Chance<br />
*''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...''<br />
<br />
'''Improved Pistol II'''<br />
*Requirements: Researched Beam Weapons<br />
*Variable Cost: §150 credits, 20 Alloys<br />
*Fixed Cost: 25x Weapon Fragment, 10 Engineers<br />
*Time: 2 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Aim<br />
*''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''<br />
<br />
'''Improved Pistol III'''<br />
*Requirements: Researched Plasma Pistol<br />
*Variable Cost: §250, 20x Elerium, 20x Alloys<br />
*Fixed Cost: 50x Weapon Fragment, 20 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Damage<br />
<br />
'''SHIV Suppression'''<br />
*Requirements: SHIV Project<br />
*Variable Cost: §20<br />
*Fixed Cost: 15 Engineers<br />
*Time: (N+46) 7d<br />
*''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.''<br />
<br />
'''Stealth Satellites'''<br />
*Requirements: Researched Alien Nav Computer<br />
*Variable Cost: Unknown<br />
*Fixed Cost: Unknown<br />
*Time: Unknown<br />
*Makes satellites harder to detect by aliens.<br />
*''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''<br />
<br />
'''S.C.O.P.E. Upgrade'''<br />
*Requirements: Researched Weapon Fragments<br />
*Variable Cost: §75<br />
*Fixed Cost: 15 Weapon Fragments, 10 Engineers<br />
*Time: Unknown<br />
*Beam Weapons research credit applies.<br />
*Increase Critical Chance<br />
*''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39197Research (EU2012)2012-10-15T22:35:49Z<p>Robbx213: /* Interrogations */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | ''"This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | (N+31) ''Fast (4d)'' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor, Ghost Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || Hyperwave Communication, ? || Sectoid Commander<br />
|-<br />
| Weapons Technology² || Research: All Weapons (confirm?) <br/> [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
² These Research Credits apply a 25% reduction to research time on top of any other research credits.<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Interrogate_Thin_Man_(EU2012)&diff=39196Interrogate Thin Man (EU2012)2012-10-15T22:34:22Z<p>Robbx213: Created page with "Research Results: ''"Capturing one of the invaders' infiltration specialists has proven both illuminating and disturbing. Although at first glance they closely resemble the huma..."</p>
<hr />
<div>Research Results: ''"Capturing one of the invaders' infiltration specialists has proven both illuminating and disturbing. Although at first glance they closely resemble the human form, and are trained to communicate in a variety of terrestrial languages, this specimen is far from human. We had assumed its role as an infiltration unit would preclude us from gaining anything of value during our interrogation. However, as it turns out, the captive was surprisingly... pliable once we began the procedure. Aside from its primarily role as a reconnaissance and infiltration specialist, the Thin Man also proved to be quite familiar with the alien's navigation systems and celestial cartography. The information gained from this interrogation is of crucial importance to our efforts in reverse engineering the alien navigational computers and related systems."''</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39195Research (EU2012)2012-10-15T22:31:28Z<p>Robbx213: /* Interrogations */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor, Ghost Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || Hyperwave Communication, ? || Sectoid Commander<br />
|-<br />
| Weapons Technology² || Research: All Weapons (confirm?) <br/> [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
² These Research Credits apply a 25% reduction to research time on top of any other research credits.<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&diff=39191XCOM Headquarters (EU2012)2012-10-15T22:26:08Z<p>Robbx213: /* Adjacency Bonuses */</p>
<hr />
<div>[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]<br />
''In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the '''Ant Farm''' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.'' <br />
<br />
<br />
__TOC__<br />
<br />
<br />
== Basic Facilities==<br />
The '''HQ''' view displays the Time and Date, the number of ''Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] & [[Elerium (EU2012)|Elerium]]'' (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons: <br />
<br />
* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions. <br />
* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases. <br />
* [[Research (EU2012)|Research]] - Manage your research projects and view archive.<br />
* [[Engineering (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.<br />
* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.<br />
* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.<br />
<br />
<br />
<br />
<br />
== Base Expansion==<br />
In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated (5 days, §10-§80 depending on the depth) in order to build a new facility. Facilities may also be dismantled for §5. The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (''visible on easy, normal and classic difficulty''), which provide extra energy required to deploy Thermal Power Generators.<br />
<br />
'''Additional Facilities'''<br />
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels. <br />
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]<br />
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes<br />
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab<br />
* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities<br />
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities. <br />
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries<br />
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost<br />
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent<br />
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.<br />
<!-- SPOILERS, ADD IN LATER <br />
* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]<br />
* [[Psionic Lab (EU2012)| Psionic Lab]]<br />
* [[Gollop Chamber (EU2012)| Gollop Chamber]]<br />
--><br />
<br />
<br />
===Base Design===<br />
Be considerate of the available expansions slots you leave in the long-term. As an example, building several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. As you near the end of the game you may run out of space and have to remove facilities, so utilize your space as best possible. Depending on factors like Steam Vents, Research, Satellites and so on, you will have to decide what to cut back on. Also note that you do not have to build facilities sequentially out from the Access Lift; you need only excavate out to the slot in which you want to build a facility (i.e., all the slots between it and the Access Lift are excavated but may be empty).<br />
<br />
==== Adjacency Bonuses ====<br />
The position of the facilities in relation to one another will provide bonuses to their output. For example, building Labs next to each other provide an adjacency bonus that increases the speed of research. Note that a facility next to two other facilities generates two adjacency bonuses. For example, four Satellite Uplinks in a 2x2 square would allow 12 satellites (8 regular + 4 bonus). A green plus symbol on the dashed border between two facilities in the Build Facilities screen indicates an adjacency is in effect.<br />
<br />
==== Steam Vents ====<br />
<br />
== See Also ==<br />
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements<br />
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&diff=39189XCOM Headquarters (EU2012)2012-10-15T22:24:31Z<p>Robbx213: /* Base Design */</p>
<hr />
<div>[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]<br />
''In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the '''Ant Farm''' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.'' <br />
<br />
<br />
__TOC__<br />
<br />
<br />
== Basic Facilities==<br />
The '''HQ''' view displays the Time and Date, the number of ''Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] & [[Elerium (EU2012)|Elerium]]'' (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons: <br />
<br />
* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions. <br />
* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases. <br />
* [[Research (EU2012)|Research]] - Manage your research projects and view archive.<br />
* [[Engineering (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.<br />
* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.<br />
* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.<br />
<br />
<br />
<br />
<br />
== Base Expansion==<br />
In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated (5 days, §10-§80 depending on the depth) in order to build a new facility. Facilities may also be dismantled for §5. The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (''visible on easy, normal and classic difficulty''), which provide extra energy required to deploy Thermal Power Generators.<br />
<br />
'''Additional Facilities'''<br />
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels. <br />
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]<br />
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes<br />
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab<br />
* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities<br />
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities. <br />
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries<br />
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost<br />
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent<br />
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.<br />
<!-- SPOILERS, ADD IN LATER <br />
* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]<br />
* [[Psionic Lab (EU2012)| Psionic Lab]]<br />
* [[Gollop Chamber (EU2012)| Gollop Chamber]]<br />
--><br />
<br />
<br />
===Base Design===<br />
Be considerate of the available expansions slots you leave in the long-term. As an example, building several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. As you near the end of the game you may run out of space and have to remove facilities, so utilize your space as best possible. Depending on factors like Steam Vents, Research, Satellites and so on, you will have to decide what to cut back on. Also note that you do not have to build facilities sequentially out from the Access Lift; you need only excavate out to the slot in which you want to build a facility (i.e., all the slots between it and the Access Lift are excavated but may be empty).<br />
<br />
==== Adjacency Bonuses ====<br />
The position of the facilities in relation to one another will provide bonuses to their output. For example, building Labs next to each other provide an adjacency bonus that increases the speed of research. Note that a facility next to two other facilities generates two adjacency bonuses. For example, four Satellite Uplinks in a 2x2 square would allow 12 satellites (8 regular + 4 bonus).<br />
<br />
==== Steam Vents ====<br />
<br />
== See Also ==<br />
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements<br />
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=XCOM_Headquarters_(EU2012)&diff=39187XCOM Headquarters (EU2012)2012-10-15T22:22:03Z<p>Robbx213: /* Adjacency Bonuses */</p>
<hr />
<div>[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]<br />
''In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the '''Ant Farm''' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.'' <br />
<br />
<br />
__TOC__<br />
<br />
<br />
== Basic Facilities==<br />
The '''HQ''' view displays the Time and Date, the number of ''Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] & [[Elerium (EU2012)|Elerium]]'' (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons: <br />
<br />
* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions. <br />
* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases. <br />
* [[Research (EU2012)|Research]] - Manage your research projects and view archive.<br />
* [[Engineering (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.<br />
* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.<br />
* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.<br />
<br />
<br />
<br />
<br />
== Base Expansion==<br />
In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated ( 5 days, §10-§80 depending on depth) in order to build a new facility. Facilities may also be dismantled ( §5 ). The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (''visible on normal & easy difficulty''), which provide extra energy required to deploy Thermal Power Generators.<br />
<br />
'''Additional Facilities'''<br />
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels. <br />
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]<br />
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes<br />
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab<br />
* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities<br />
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities. <br />
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries<br />
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost<br />
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent<br />
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.<br />
<!-- SPOILERS, ADD IN LATER <br />
* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]<br />
* [[Psionic Lab (EU2012)| Psionic Lab]]<br />
* [[Gollop Chamber (EU2012)| Gollop Chamber]]<br />
--><br />
<br />
<br />
===Base Design===<br />
Be considerate of the available expansions slots you leave in the long-term. As an example, building several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. As you near the end of the game you may run out of space and have to remove facilities, so utilize your space as best possible. Depending on factors like Steam Vents, Research, Satellites and so on, you will have to decide what to cut back on.<br />
<br />
==== Adjacency Bonuses ====<br />
The position of the facilities in relation to one another will provide bonuses to their output. For example, building Labs next to each other provide an adjacency bonus that increases the speed of research. Note that a facility next to two other facilities generates two adjacency bonuses. For example, four Satellite Uplinks in a 2x2 square would allow 12 satellites (8 regular + 4 bonus).<br />
<br />
==== Steam Vents ====<br />
<br />
== See Also ==<br />
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements<br />
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Foundry_(EU2012)&diff=39186Foundry (EU2012)2012-10-15T22:11:14Z<p>Robbx213: /* Foundry Projects */</p>
<hr />
<div>The foundry allows for squad wide upgrades similar to the Officer Training School. <br />
<br />
__TOC__<br />
<br />
==Construction==<br />
The foundry must be constructed in the Ant Farm in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty.<br />
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. <br />
<br />
*Cost: 3 Power, §75<br />
*Time: 10 days<br />
*Maintenance: $20/month<br />
<br />
==Future Combat Bonus==<br />
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.<br />
<br />
==Foundry Projects==<br />
List of foundry projects.<br />
<br />
Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits.<br />
<br />
<br />
'''Heavy Weapons Platform (SHIV)'''<br />
*Requirements: None<br />
*Variable Cost: §70<br />
*Fixed Cost: 5 Engineers<br />
*Time: 7 days<br />
*''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.''<br />
<br />
'''Alien Grenades'''<br />
*Requirements: Salvaged Alien Grenade<br />
*Variable Cost: §75, 10x Elerium, 25x Alloys, <br />
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers<br />
*Time: 7 days<br />
*Frag grenades upgraded to Alien grenades. <br />
*''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...''<br />
<br />
'''Improved Medkit'''<br />
*Requirements: Thin Man Autopsy<br />
*Variable Cost: §125<br />
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers<br />
*Time: 14 days<br />
*+50% healing delivered by a single medkit charge.<br />
*''The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''<br />
<br />
'''Improved Arc Thrower'''<br />
*Requirements: Researched Arc Thrower and Elerium<br />
*Variable Cost: §100, 20 Elerium, 20 Alloys<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 14 days<br />
*Increase Stun success rate.<br />
*''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.''<br />
<br />
'''Advanced Repair'''<br />
*Requirements: Heavy Floater Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Improves repair rate of SHIVs and aircraft.<br />
*''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
<br />
'''S.H.I.V. Laser'''<br />
*Requirements: SHIV Project, Researched Heavy Lasers<br />
*Variable Cost: §100, 30x Alloys<br />
*Fixed Cost: 15x Weapon Fragment, 10 Engineers<br />
*Beam Weapon Research credit applies.<br />
*Time: 7 days (4 days)<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with laser cannon.<br />
*''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''<br />
<br />
'''S.H.I.V. Plasma'''<br />
*Requirements: SHIV Project, Researched Heavy Plasma<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with plasma cannon.<br />
*''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''<br />
<br />
'''S.H.I.V. Repair'''<br />
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Allows soldiers to repair SHIV units with Arc Thrower.<br />
<br />
'''Drone Capture'''<br />
*Requirements: Researched Arc Thrower, Drone Autopsy<br />
*Variable Cost: §175<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 7 days<br />
* Allows Arc Thrower to capture Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).<br />
*''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''<br />
<br />
'''Ammo Conservation'''<br />
*Requirements: Muton Autopsy <br />
*Variable Cost: §150, 90 Alloys<br />
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers<br />
*Beam Weapon Research Credit Applies<br />
*Time: 4 days (2 days) ; Normal+41eng=14d<br />
*All weapons can be fired twice as many times before reloading.<br />
*''Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''<br />
<br />
'''Advanced Flight'''<br />
*Requirements: Researched Archangel Armor<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.<br />
<br />
'''Advanced Construction'''<br />
*Requirements: Sectopod Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: 2x Sectopod wrecks<br />
*?<br />
*Time: ?<br />
*Allows you to construct facilities in half time for double cost(toggled when facility is ordered)<br />
*''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''<br />
<br />
'''Improved Pistol I'''<br />
*Requirements: None<br />
*Variable Cost: §75<br />
*Fixed Cost: 5x Weapon Fragment, 5 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Critical Chance<br />
*''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...''<br />
<br />
'''Improved Pistol II'''<br />
*Requirements: Researched Beam Weapons<br />
*Variable Cost: §150 credits, 20 Alloys<br />
*Fixed Cost: 25x Weapon Fragment, 10 Engineers<br />
*Time: 2 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Aim<br />
*''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''<br />
<br />
'''Improved Pistol III'''<br />
*Requirements: Researched Plasma Pistol<br />
*Variable Cost: §250, 20x Elerium, 20x Alloys<br />
*Fixed Cost: 50x Weapon Fragment, 20 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Damage<br />
<br />
'''SHIV Suppression'''<br />
*Requirements: SHIV Project<br />
*Variable Cost: §20<br />
*Fixed Cost: 15 Engineers<br />
*Time: Unknown<br />
*''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.''<br />
<br />
'''Stealth Satellites'''<br />
*Requirements: Researched Alien Nav Computer<br />
*Variable Cost: Unknown<br />
*Fixed Cost: Unknown<br />
*Time: Unknown<br />
*Makes satellites harder to detect by aliens.<br />
*''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''<br />
<br />
'''S.C.O.P.E. Upgrade'''<br />
*Requirements: Researched Weapon Fragments<br />
*Variable Cost: §75<br />
*Fixed Cost: 15 Weapon Fragments, 10 Engineers<br />
*Time: Unknown<br />
*Beam Weapons research credit applies.<br />
*Increase Critical Chance<br />
*''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Foundry_(EU2012)&diff=39185Foundry (EU2012)2012-10-15T22:10:19Z<p>Robbx213: /* Foundry Projects */</p>
<hr />
<div>The foundry allows for squad wide upgrades similar to the Officer Training School. <br />
<br />
__TOC__<br />
<br />
==Construction==<br />
The foundry must be constructed in the Ant Farm in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty.<br />
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. <br />
<br />
*Cost: 3 Power, §75<br />
*Time: 10 days<br />
*Maintenance: $20/month<br />
<br />
==Future Combat Bonus==<br />
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.<br />
<br />
==Foundry Projects==<br />
List of foundry projects.<br />
<br />
Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits.<br />
<br />
<br />
'''Heavy Weapons Platform (SHIV)'''<br />
*Requirements: None<br />
*Variable Cost: §70<br />
*Fixed Cost: 5 Engineers<br />
*Time: 7 days<br />
*''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.''<br />
<br />
'''Alien Grenades'''<br />
*Requirements: Salvaged Alien Grenade<br />
*Variable Cost: §75, 10x Elerium, 25x Alloys, <br />
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers<br />
*Time: 7 days<br />
*Frag grenades upgraded to Alien grenades. <br />
*''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...''<br />
<br />
'''Improved Medkit'''<br />
*Requirements: Thin Man Autopsy<br />
*Variable Cost: §125<br />
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers<br />
*Time: 14 days<br />
*+50% healing delivered by a single medkit charge.<br />
*''The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''<br />
<br />
'''Improved Arc Thrower'''<br />
*Requirements: Researched Arc Thrower and Elerium<br />
*Variable Cost: §100, 20 Elerium, 20 Alloys<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 14 days<br />
*Increase Stun success rate.<br />
*''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.''<br />
<br />
'''Advanced Repair'''<br />
*Requirements: Heavy Floater Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Improves repair rate of SHIVs and aircraft.<br />
*''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''<br />
<br />
'''S.H.I.V. Laser'''<br />
*Requirements: SHIV Project, Researched Heavy Lasers<br />
*Variable Cost: §100, 30x Alloys<br />
*Fixed Cost: 15x Weapon Fragment, 10 Engineers<br />
*Beam Weapon Research credit applies.<br />
*Time: 7 days (4 days)<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with laser cannon.<br />
*''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''<br />
<br />
'''S.H.I.V. Plasma'''<br />
*Requirements: SHIV Project, Researched Heavy Plasma<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Weapon Research Credit applies<br />
*SHIV minigun replaced with plasma cannon.<br />
*''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''<br />
<br />
'''S.H.I.V. Repair'''<br />
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Allows soldiers to repair SHIV units with Arc Thrower.<br />
<br />
'''Drone Capture'''<br />
*Requirements: Researched Arc Thrower, Drone Autopsy<br />
*Variable Cost: §175<br />
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers<br />
*Time: 7 days<br />
* Allows Arc Thrower to capture Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).<br />
*''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''<br />
<br />
'''Ammo Conservation'''<br />
*Requirements: Muton Autopsy <br />
*Variable Cost: §150, 90 Alloys<br />
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers<br />
*Beam Weapon Research Credit Applies<br />
*Time: 4 days (2 days)<br />
*All weapons can be fired twice as many times before reloading.<br />
*''Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''<br />
<br />
'''Advanced Flight'''<br />
*Requirements: Researched Archangel Armor<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: <br />
*?<br />
*Time: ?<br />
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.<br />
<br />
'''Advanced Construction'''<br />
*Requirements: Sectopod Autopsy<br />
*Variable Cost: §?, ?x Alloys<br />
*Fixed Cost: 2x Sectopod wrecks<br />
*?<br />
*Time: ?<br />
*Allows you to construct facilities in half time for double cost(toggled when facility is ordered)<br />
*''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''<br />
<br />
'''Improved Pistol I'''<br />
*Requirements: None<br />
*Variable Cost: §75<br />
*Fixed Cost: 5x Weapon Fragment, 5 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Critical Chance<br />
*''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...''<br />
<br />
'''Improved Pistol II'''<br />
*Requirements: Researched Beam Weapons<br />
*Variable Cost: §150 credits, 20 Alloys<br />
*Fixed Cost: 25x Weapon Fragment, 10 Engineers<br />
*Time: 2 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Aim<br />
*''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''<br />
<br />
'''Improved Pistol III'''<br />
*Requirements: Researched Plasma Pistol<br />
*Variable Cost: §250, 20x Elerium, 20x Alloys<br />
*Fixed Cost: 50x Weapon Fragment, 20 Engineers<br />
*Time: 4 days<br />
*Weapon Research Credit applies<br />
*Increased Pistol Damage<br />
<br />
'''SHIV Suppression'''<br />
*Requirements: SHIV Project<br />
*Variable Cost: §20<br />
*Fixed Cost: 15 Engineers<br />
*Time: Unknown<br />
*''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.''<br />
<br />
'''Stealth Satellites'''<br />
*Requirements: Researched Alien Nav Computer<br />
*Variable Cost: Unknown<br />
*Fixed Cost: Unknown<br />
*Time: Unknown<br />
*Makes satellites harder to detect by aliens.<br />
*''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''<br />
<br />
'''S.C.O.P.E. Upgrade'''<br />
*Requirements: Researched Weapon Fragments<br />
*Variable Cost: §75<br />
*Fixed Cost: 15 Weapon Fragments, 10 Engineers<br />
*Time: Unknown<br />
*Beam Weapons research credit applies.<br />
*Increase Critical Chance<br />
*''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39175Research (EU2012)2012-10-15T19:31:32Z<p>Robbx213: /* Interrogations */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''Interrogate Thin Man''' || align="center" | ''"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here."'' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | (N+31) ''Fast (2d)'' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || ? || Sectoid Commander<br />
|-<br />
| Weapons Technology || 25% Bonus on all weapon research (on top of any other bonus) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Plasma_Cannon_(EU2012)&diff=39174Plasma Cannon (EU2012)2012-10-15T19:24:34Z<p>Robbx213: Created page with "Research results: ''"As we've continually strived to "even the odds" for our pilots facing the alien craft in combat, one of our most important developments was the research engi..."</p>
<hr />
<div>Research results: ''"As we've continually strived to "even the odds" for our pilots facing the alien craft in combat, one of our most important developments was the research engineering of their plasma-based weaponry. Having successfully created a variant for our troops on the ground, the most difficult part of our work was already done. Increasing the size and firepower of these weapons for an application suitable to our Interceptors was a relatively straightforward process. Once we confirmed that the ship itself could handle the stress associated with firing these weapons, it was simply a matter of scaling up the device and creating an appropriate mount. We believe the plasma cannon is now ready for general fabrication in engineering, and I'm confident our pilots will appreciate the additional firepower it provides."''</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39173Research (EU2012)2012-10-15T19:21:55Z<p>Robbx213: /* Aircraft */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''Interrogate Thin Man''' || align="center" | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | '''' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || ? || Sectoid Commander<br />
|-<br />
| Weapons Technology || 25% Bonus on all weapon research (on top of any other bonus) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39171Research (EU2012)2012-10-15T19:06:27Z<p>Robbx213: /* Weapons */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''Plasma Cannon''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''Interrogate Thin Man''' || align="center" | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | '''' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || align="center" | (N+22) ''"Normal (7d)"'' || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || align="center" | (N+22) ''"Slow (14d)"'' || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || ? || Sectoid Commander<br />
|-<br />
| Weapons Technology || 25% Bonus on all weapon research (on top of any other bonus) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Interrogate_Muton_(EU2012)&diff=39170Interrogate Muton (EU2012)2012-10-15T19:03:12Z<p>Robbx213: Created page with "Research results: ''"On first impressions, the captive Muton would appear to be among the least intelligent of any of the alien species we've encountered. Hulking and brutish in..."</p>
<hr />
<div>Research results: ''"On first impressions, the captive Muton would appear to be among the least intelligent of any of the alien species we've encountered. Hulking and brutish in form, we were surprised to discover a great deal of knowledge had been ingrained in this subject's memory. We realized during the interrogation process that it was only logical for the aliens to provide the Muton with a complete understanding of their weaponry and tactics, as this beast represents their most formidable front-line combatant. Although the Muton was quite resistant to our techniques, despite heavy sedation, we've learned a great deal from the captive about the alien weaponry, particularly their advanced plasma-based armaments. The research will begin analyzing this data for possible use in a new breed of weapons of our own design."''</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39169Research (EU2012)2012-10-15T19:00:21Z<p>Robbx213: /* Interrogations */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''Plasma Cannon''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''Interrogate Thin Man''' || align="center" | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | '''' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''[[Interrogate Muton (EU2012)|Interrogate Muton]]''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || ? || Sectoid Commander<br />
|-<br />
| Weapons Technology || 25% Bonus on all weapon research (on top of any other bonus) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39168Research (EU2012)2012-10-15T18:57:14Z<p>Robbx213: /* Interrogations */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''Plasma Cannon''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''Interrogate Thin Man''' || align="center" | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | '''' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''Interrogate Muton''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | (N+22) ''Fast (2d)'' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || ? || Sectoid Commander<br />
|-<br />
| Weapons Technology || 25% Bonus on all weapon research (on top of any other bonus) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Plasma_Rifle_(EU2012)&diff=39167Plasma Rifle (EU2012)2012-10-15T18:46:26Z<p>Robbx213: /* Notes */</p>
<hr />
<div>STUB<br />
<br />
==Description==<br />
* ''Highly efficient and deadly primary weapon.''<br />
<br />
==Stats==<br />
{| class="wikitable" width="25%" <br />
|+ '''Plasma Rifle'''<br />
|-<br />
! width="30px" align="center" | Property !! Info <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | Requires: || align="center" | Plasma Rifle research<br />
|-<br />
| align="center" | Cost: || align="center" | ?<br />
|-<br />
| align="center" | Grey Market Value: || align="center" | N/A<br />
|-<br />
| align="center" | Base Damage || align="center" | 7<br />
|-<br />
| align="center" | Critical Damage || align="center" | 10<br />
|-<br />
| align="center" | Effective Range || align="center" | Medium<br />
|-<br />
| align="center" | Reaction Range || align="center" | 27<br />
|-<br />
| align="center" | Critical Chance|| align="center" | 10%<br />
|-<br />
|}<br />
<br />
==Notes==<br />
''Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities. Listing of foundry upgrades have been here as well.''<br />
<br />
Research results: ''"It took an extensive effort by the research team to reduce the considerable mass of the larger alien plasma rifle. By replacing the outer frame components with composite materials, we've managed to substantially reduce the weight, without compromising the weapon's power output or accuracy. These reductions did coincide with the added heft of a larger power supply, but we still managed to net an overall reduction of several kilograms. The substantial increases in firing rate and overall damage output versus our other prototype variants also required some additional modifications to the integrated Elerium power cell. The end result of this work is a highly advanced, mobile plasma discharge weapon that improves on nearly all aspects of the conventional X-9 rifle. I believe the engineering team is now on standby to begin production of this weapon at your discretion. Any alien rifles recovered from the field can also be modified for our own use following the techniques we've developed."''<br />
<br />
==See Also==<br />
''Place here internal links to wiki pages that might be relevant to the topic of the page''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39163Research (EU2012)2012-10-15T18:42:48Z<p>Robbx213: /* Weapons */</p>
<hr />
<div>[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
__TOC__<br />
<br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
=== Scientists ===<br />
<br />
=== Research Time ===<br />
<br />
<br />
==Projects ==<br />
<br />
===Aircraft===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''Plasma Cannon''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''EMP Cannon''' || align="center" | We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align="center" | Research: Plasma Rifle || align="center" | 20 Elerium || || align="center" | Engineer: EMP Cannon <br /> Foundry: SHIV Repair<br />
|-<br />
| align="center" | '''Fusion Lance''' || align="center" | We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align="center" | Salvage: Fusion Core || align="center" | 20 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Fusion Lance<br />
|}<br />
<br />
=== Armor ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
=== Autopsies ===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
=== Interrogations ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''Interrogate Thin Man''' || align="center" | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | '''' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''Interrogate Muton''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
=== Weapons ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''[[Plasma Rifle (EU2012)|Plasma Rifle]]''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|-<br />
| align="center" | '''Plasma Sniper''' || align="center" | Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 50 Weapon Fragments || || align="center" | Engineer: Plasma Sniper<br />
|-<br />
| align="center" | '''Heavy Plasma''' || align="center" | Despite a number of impressive advances, we are still in awe of the alien's mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align="center" | Research: Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Heavy Plasma <br /> Foundry: SHIV Plasma<br />
|-<br />
| align="center" | '''Alloy Cannon''' || align="center" | The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge. || align="center" | Research: Plasma Rifle || align="center" | 5 Elerium <br /> 25 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Alloy Cannon<br />
|-<br />
| align="center" | '''Guided Fusion Launcher''' || align="center" | Using what we've learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align="center" | Salvage: Fusion Core || align="center" | 10 Elerium <br /> 20 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: Guided Fusion Launcher<br />
|}<br />
<br />
=== Uncategorised ===<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || ? || Sectoid Commander<br />
|-<br />
| Weapons Technology || 25% Bonus on all weapon research (on top of any other bonus) || Muton Elite<br />
|-<br />
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Soldiers_(EU2012)&diff=39154Soldiers (EU2012)2012-10-15T16:53:49Z<p>Robbx213: /* Ranks */</p>
<hr />
<div>[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]<br />
''Soldiers are your most important and valuable unit in ''[[EU (2012)|Enemy Unknown 2012]]'' and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]'s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities. It is also possible to customize your soldiers' name, call sign and physical appearance.'' <br />
<br />
__TOC__<br />
<br />
You may increase your combat troops through the following:<br />
* By hiring them through the Barracks facilities (and sacking them as well). <br />
* By receiving soldiers of specific rank/class as a Funding Council reward for the completion of specific combat missions. You get to select how they skill up.<br />
* Finally there are also 'XCOM [[Hero (EU2012)|heroes]]' - those are beefed up soldiers you can unlock as an Easter Egg but unlocking will disable the achievement score. <br />
<br />
==Attributes==<br />
{{Col}}<br />
===Status===<br />
* Status<br />
** Active<br />
** On Mission<br />
** Wounded<br />
** Gravely Wounded<br />
** Tired<br />
** Exhausted<br />
** KIA<br />
** Psionic Testing<br />
* Number of Missions<br />
* Number of Kills<br />
{{ColBreak}}<br />
<br />
=== Customizable ===<br />
* First and Last Name<br />
* Nickname (earned at Sergeant rank)<br />
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair<br />
* Armor Appearance and Color (Pre-Order perk)<br />
{{ColBreak}}<br />
<br />
=== Locked ===<br />
* Gender (Male/Female)<br />
* Rank (see below)<br />
* [[Soldiers (EU2012)#Nationality|Country]]<br />
* [[Classes (EU2012)|Class]]<br />
* [[Stats (EU2012)|Stats]]<br />
** Attack<br />
** Defense<br />
** Will<br />
** Aim<br />
** Mobility<br />
** Other<br />
{{EndCol}}<br />
<br />
=== Nationality ===<br />
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]<br />
[[image:Flag_of_Australia.png|40px| Australia]] <br />
[[image:Flag_of_Belgium.png||40px| Belgium]] <br />
[[image:Flag_of_Brazil.png|40px| Brazil]] <br />
[[image:Flag_of_Canada.png|40px| Canada]] <br />
[[image:Flag_of_China.png|40px| China]]<br />
[[image:Flag_of_Egypt.png|40px| Egypt]]<br />
[[image:Flag_of_France.png|40px| France]]<br />
[[image:Flag_of_Germany.png|40px| Germany]]<br />
[[image:Flag_of_Greece.png|40px| Greece]]<br />
[[image:Flag_of_ India.png|40px| India]]<br />
[[image:Flag_of_ Ireland.png|40px| Ireland]]<br />
[[image:Flag_of_Israel.png|40px| Israel]]<br />
[[image:Flag_of_Italy.png|40px| Italy]]<br />
[[image:Flag_of_Japan.png|40px| Japan]]<br/><br />
[[image:Flag_of_Mexico.png|40px| Mexico]]<br />
[[image:Flag_of_Netherlands.png|40px| Netherlands]]<br />
[[image:Flag_of_Nigeria.png|40px| Nigeria]]<br />
[[image:Flag_of_Norway.png|40px| Norway]]<br />
[[image:Flag_of_Russia.png|40px| Russia]]<br />
[[image:Flag_of_Saudi_Arabia.png|40px| Saudi Arabia]]<br />
[[image:Flag_of_Scotland.png|40px| Scotland]]<br />
[[image:Flag_of_South_Africa.png|40px| South Africa]]<br />
[[image:Flag_of_South_Korea.png|40px| South Korea]]<br />
[[image:Flag_of_Spain.png|40px| Spain]]<br />
[[image:Flag_of_Sweden.png|40px| Sweden]]<br />
[[image:Flag_of_UK.png|40px| United Kingdom]]<br />
[[image:Flag_of_Ukraine.png|40px| Ukraine]]<br />
[[image:Flag_of_USA.png|40px| USA]]<br/><br />
''Point on flag for country name.''<br />
<br />
==Classes==<br />
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.<br />
<br />
<table class="wikitable" style="text-align:center;" width="100%"><br />
{| class="wikitable" width="100%" <br />
|+ Class Comparison<br />
|- <br />
! width="75px" align="center" | Class !! Description !! Move and Fire !! Firepower !! Aim !! Critical Hit Chance !! Primary Ability !! Primary Weapon<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Rookie''' || align="center" | Basic unit || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | None || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | '''Assault''' || align="center" | Close combat unit || align="center" | Yes || align="center" | Normal || align="center" | Normal || align="center" | High || align="center" | Run & Gun ||align="center" | [[Shotgun (EU2012)|Shotgun]]<br />
|-<br />
| align="center" | '''Heavy''' || align="center" | High-caliber and explosive firepower || align="center" | Yes || align="center" | High || align="center" | Normal || align="center" | Normal || align="center" | Rocket Launcher || align="center" | [[LMG (EU2012)|LMG]]<br />
|-<br />
| align="center" | '''Sniper''' || align="center" | Long-range accurate fire || align="center" | No || align="center" | Normal || align="center" | High || align="center" | High || align="center" | Headshot ||align="center" | [[Sniper Rifle (EU2012)|Sniper Rifle]]<br />
|-<br />
| align="center" | '''Support''' || align="center" | Jack of all trades || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | Smoke Grenade || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | '''Psionic*''' || align="center" | Mental powers || align="center" | * || align="center" | * || align="center" | * || align="center" | * || align="center" | * || align="center" | *<br />
|-<br />
|}<br />
<nowiki>* Psionic class is a sub-class build from existing soldiers so it's stats will be based on the starting class.</nowiki><br />
<br />
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.<br />
<br />
==Ranks==<br />
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies' stats start at the following base values:<br />
{| class="wikitable" style="text-align: center;"<br />
! width="75px" | Rookie !! width="75px" | Easy !! width="75px" | Normal !! width="75px" | Classic !! width="75px" | Impossible<br />
|-<br />
| '''Health''' || 6 || 5 || 4 || 3<br />
|-<br />
| '''Will''' || 40 || 40 || 40 || 40<br />
|-<br />
| '''Offense<br>Aim''' || 65 || 65 || 65 || 65<br />
|-<br />
| '''Defense''' || 0 || 0 || 0 || 0<br />
|}<br />
<br />
<br />
<br />
Once a rookie is promoted, they then get the following stat bonuses (Note that rewarded soldiers from missions may have different stats, especially Will):<br />
{| class="wikitable" width="100%" <br />
|+ Class, Rank and Stats Bonuses<br />
|- <br />
! width="75px" align="center" | Class !! [[File:Squaddie icon.jpg|20px]] Squaddie !! [[File:Corporal icon.jpg|18px]] Corporal !! [[File:Sergeant (EU2012).jpg|25px]] Sergeant !! [[File:Lieutenant (EU2012).jpg|20px]] Lieutenant !! [[File:Captain (EU2012).jpg|25px]] Captain !! [[File:Major (EU2012).jpg|20px]] Major !! [[File:Colonel (EU2012).jpg|25px]] Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Assault''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 4<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 24<br>Will + 14''<br />
|-<br />
| align="center" | '''Heavy''' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
| align="center" | '''Sniper''' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 4<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 7<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 3<br>Aim + 40<br>Will + 14''<br />
|-<br />
| align="center" | '''Support''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 25<br>Will + 14''<br />
|-<br />
|}<br />
<br />
==Abilities/Perks==<br />
Perks are special [[Abilities (EU2012)|abilities]] given to specific classes or the entire squad. They can be acquired through the following:<br />
* Soldier can choose between two specific class abilities upon promotion (exclusively)<br />
* Purchased through the Officer Training School (require presence of high rank officer(s)) <br />
* Equipment, research, and upgrades may also provide additional abilities for your squad.<br />
<br />
==See Also==<br />
* [[Stats (EU2012)|Stats]]<br />
<br />
* [[Classes (EU2012)|Soldier Classes]]<br />
<br />
* [[Abilities (EU2012)|List of all Abilities]]<br />
<br />
* [[Equipment (EU2012)|General Equipment]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=File:Colonel_(EU2012).jpg&diff=39153File:Colonel (EU2012).jpg2012-10-15T16:52:20Z<p>Robbx213: </p>
<hr />
<div></div>Robbx213https://www.ufopaedia.org/index.php?title=Soldiers_(EU2012)&diff=39145Soldiers (EU2012)2012-10-15T15:49:43Z<p>Robbx213: /* Ranks */</p>
<hr />
<div>[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]<br />
''Soldiers are your most important and valuable unit in ''[[EU (2012)|Enemy Unknown 2012]]'' and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]'s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities. It is also possible to customize your soldiers' name, call sign and physical appearance.'' <br />
<br />
__TOC__<br />
<br />
You may increase your combat troops through the following:<br />
* By hiring them through the Barracks facilities (and sacking them as well). <br />
* By receiving soldiers of specific rank/class as a Funding Council reward for the completion of specific combat missions. You get to select how they skill up.<br />
* Finally there are also 'XCOM [[Hero (EU2012)|heroes]]' - those are beefed up soldiers you can unlock as an Easter Egg but unlocking will disable the achievement score. <br />
<br />
==Attributes==<br />
{{Col}}<br />
===Status===<br />
* Status<br />
** Active<br />
** On Mission<br />
** Wounded<br />
** Gravely Wounded<br />
** Tired<br />
** Exhausted<br />
** KIA<br />
** Psionic Testing<br />
* Number of Missions<br />
* Number of Kills<br />
{{ColBreak}}<br />
<br />
=== Customizable ===<br />
* First and Last Name<br />
* Nickname (earned at Sergeant rank)<br />
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair<br />
* Armor Appearance and Color (Pre-Order perk)<br />
{{ColBreak}}<br />
<br />
=== Locked ===<br />
* Gender (Male/Female)<br />
* Rank (see below)<br />
* [[Soldiers (EU2012)#Nationality|Country]]<br />
* [[Classes (EU2012)|Class]]<br />
* [[Stats (EU2012)|Stats]]<br />
** Attack<br />
** Defense<br />
** Will<br />
** Aim<br />
** Mobility<br />
** Other<br />
{{EndCol}}<br />
<br />
=== Nationality ===<br />
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]<br />
[[image:Flag_of_Australia.png|40px| Australia]] <br />
[[image:Flag_of_Belgium.png||40px| Belgium]] <br />
[[image:Flag_of_Brazil.png|40px| Brazil]] <br />
[[image:Flag_of_Canada.png|40px| Canada]] <br />
[[image:Flag_of_China.png|40px| China]]<br />
[[image:Flag_of_Egypt.png|40px| Egypt]]<br />
[[image:Flag_of_France.png|40px| France]]<br />
[[image:Flag_of_Germany.png|40px| Germany]]<br />
[[image:Flag_of_Greece.png|40px| Greece]]<br />
[[image:Flag_of_ India.png|40px| India]]<br />
[[image:Flag_of_ Ireland.png|40px| Ireland]]<br />
[[image:Flag_of_Israel.png|40px| Israel]]<br />
[[image:Flag_of_Italy.png|40px| Italy]]<br />
[[image:Flag_of_Japan.png|40px| Japan]]<br/><br />
[[image:Flag_of_Mexico.png|40px| Mexico]]<br />
[[image:Flag_of_Netherlands.png|40px| Netherlands]]<br />
[[image:Flag_of_Nigeria.png|40px| Nigeria]]<br />
[[image:Flag_of_Norway.png|40px| Norway]]<br />
[[image:Flag_of_Russia.png|40px| Russia]]<br />
[[image:Flag_of_Saudi_Arabia.png|40px| Saudi Arabia]]<br />
[[image:Flag_of_Scotland.png|40px| Scotland]]<br />
[[image:Flag_of_South_Africa.png|40px| South Africa]]<br />
[[image:Flag_of_South_Korea.png|40px| South Korea]]<br />
[[image:Flag_of_Spain.png|40px| Spain]]<br />
[[image:Flag_of_Sweden.png|40px| Sweden]]<br />
[[image:Flag_of_UK.png|40px| United Kingdom]]<br />
[[image:Flag_of_Ukraine.png|40px| Ukraine]]<br />
[[image:Flag_of_USA.png|40px| USA]]<br/><br />
''Point on flag for country name.''<br />
<br />
==Classes==<br />
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.<br />
<br />
<table class="wikitable" style="text-align:center;" width="100%"><br />
{| class="wikitable" width="100%" <br />
|+ Class Comparison<br />
|- <br />
! width="75px" align="center" | Class !! Description !! Move and Fire !! Firepower !! Aim !! Critical Hit Chance !! Primary Ability !! Primary Weapon<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Rookie''' || align="center" | Basic unit || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | None || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | '''Assault''' || align="center" | Close combat unit || align="center" | Yes || align="center" | Normal || align="center" | Normal || align="center" | High || align="center" | Run & Gun ||align="center" | [[Shotgun (EU2012)|Shotgun]]<br />
|-<br />
| align="center" | '''Heavy''' || align="center" | High-caliber and explosive firepower || align="center" | Yes || align="center" | High || align="center" | Normal || align="center" | Normal || align="center" | Rocket Launcher || align="center" | [[LMG (EU2012)|LMG]]<br />
|-<br />
| align="center" | '''Sniper''' || align="center" | Long-range accurate fire || align="center" | No || align="center" | Normal || align="center" | High || align="center" | High || align="center" | Headshot ||align="center" | [[Sniper Rifle (EU2012)|Sniper Rifle]]<br />
|-<br />
| align="center" | '''Support''' || align="center" | Jack of all trades || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | Smoke Grenade || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | '''Psionic*''' || align="center" | Mental powers || align="center" | * || align="center" | * || align="center" | * || align="center" | * || align="center" | * || align="center" | *<br />
|-<br />
|}<br />
<nowiki>* Psionic class is a sub-class build from existing soldiers so it's stats will be based on the starting class.</nowiki><br />
<br />
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.<br />
<br />
==Ranks==<br />
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies' stats start at the following base values:<br />
{| class="wikitable" style="text-align: center;"<br />
! width="75px" | Rookie !! width="75px" | Easy !! width="75px" | Normal !! width="75px" | Classic !! width="75px" | Impossible<br />
|-<br />
| '''Health''' || 6 || 5 || 4 || 3<br />
|-<br />
| '''Will''' || 40 || 40 || 40 || 40<br />
|-<br />
| '''Offense<br>Aim''' || 65 || 65 || 65 || 65<br />
|-<br />
| '''Defense''' || 0 || 0 || 0 || 0<br />
|}<br />
<br />
<br />
<br />
Once a rookie is promoted, they then get the following stat bonuses (Note that rewarded soldiers from missions may have different stats, especially Will):<br />
{| class="wikitable" width="100%" <br />
|+ Class, Rank and Stats Bonuses<br />
|- <br />
! width="75px" align="center" | Class !! [[File:Squaddie icon.jpg|20px]] Squaddie !! [[File:Corporal icon.jpg|18px]] Corporal !! [[File:Sergeant (EU2012).jpg|20px]] Sergeant !! [[File:Lieutenant (EU2012).jpg|20px]] Lieutenant !! [[File:Captain (EU2012).jpg|20px]] Captain !! [[File:Major (EU2012).jpg|20px]] Major !! Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Assault''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 4<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 24<br>Will + 14''<br />
|-<br />
| align="center" | '''Heavy''' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
| align="center" | '''Sniper''' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 4<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 7<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 3<br>Aim + 40<br>Will + 14''<br />
|-<br />
| align="center" | '''Support''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 25<br>Will + 14''<br />
|-<br />
|}<br />
<br />
==Abilities/Perks==<br />
Perks are special [[Abilities (EU2012)|abilities]] given to specific classes or the entire squad. They can be acquired through the following:<br />
* Soldier can choose between two specific class abilities upon promotion (exclusively)<br />
* Purchased through the Officer Training School (require presence of high rank officer(s)) <br />
* Equipment, research, and upgrades may also provide additional abilities for your squad.<br />
<br />
==See Also==<br />
* [[Stats (EU2012)|Stats]]<br />
<br />
* [[Classes (EU2012)|Soldier Classes]]<br />
<br />
* [[Abilities (EU2012)|List of all Abilities]]<br />
<br />
* [[Equipment (EU2012)|General Equipment]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=File:Sergeant_(EU2012).jpg&diff=39140File:Sergeant (EU2012).jpg2012-10-15T15:40:52Z<p>Robbx213: </p>
<hr />
<div></div>Robbx213https://www.ufopaedia.org/index.php?title=File:Major_(EU2012).jpg&diff=39138File:Major (EU2012).jpg2012-10-15T15:39:57Z<p>Robbx213: </p>
<hr />
<div></div>Robbx213https://www.ufopaedia.org/index.php?title=File:Lieutenant_(EU2012).jpg&diff=39135File:Lieutenant (EU2012).jpg2012-10-15T15:39:09Z<p>Robbx213: </p>
<hr />
<div></div>Robbx213https://www.ufopaedia.org/index.php?title=File:Captain_(EU2012).jpg&diff=39133File:Captain (EU2012).jpg2012-10-15T15:37:53Z<p>Robbx213: </p>
<hr />
<div></div>Robbx213https://www.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&diff=39132Talk:Soldiers (EU2012)2012-10-15T15:37:24Z<p>Robbx213: /* Rank bonuses */</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 />
<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)</div>Robbx213https://www.ufopaedia.org/index.php?title=Plasma_Light_Rifle_(EU2012)&diff=39077Plasma Light Rifle (EU2012)2012-10-15T03:48:44Z<p>Robbx213: </p>
<hr />
<div>STUB<br />
<br />
==Description==<br />
''"This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon."''<br />
* ''A lower damage variant of the Plasma Rifle.''<br />
* ''Gives a +10 Aim bonus.''<br />
<br />
==Stats==<br />
{| class="wikitable" width="25%" <br />
|+ '''Light Plasma Rifle'''<br />
|-<br />
! width="30px" align="center" | Property !! Info <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | Requires: || align="center" | Plasma Rifle research<br />
|-<br />
| align="center" | Cost: || align="center" | 102 (Normal+30eng) <br/> 12 Elerium <br/> 16 Alloy <br/> 20 Engineers<br />
|-<br />
| align="center" | Grey Market Value: || align="center" | N/A<br />
|-<br />
| align="center" | Base Damage || align="center" | 5<br />
|-<br />
| align="center" | Critical Damage || align="center" | 7<br />
|-<br />
| align="center" | Effective Range || align="center" | Medium<br />
|-<br />
| align="center" | Reaction Range || align="center" | 27<br />
|-<br />
| align="center" | Critical Chance|| align="center" | 10%<br />
|-<br />
| align="center" | Aim Bonus || align="center" | +10<br />
|-<br />
|}<br />
<br />
==Notes==<br />
''Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities. Listing of foundry upgrades have been here as well.''<br />
<br />
Research results: ''Although we continue to gain a better understanding of the alien plasma weapons we've recovered with each passing day, adapting the technology is but one aspect of the process involved in designing these weapons. We must also ensure that the armaments we develop are suitable to the firing positions our troops are accustomed to... if the weapon doesn't conform to human ergonomic standards, our troops certainly won't be able to fire it effectively. As a result of our efforts to reduce the weapon's weight, we've noted a substantial improvement in the overall accuracy of this rifle. In addition to manufacturing these new lightweight plasma rifles, we can also apply this approach to modify any plasma rifles captured in the field.''<br />
<br />
==See Also==<br />
''Place here internal links to wiki pages that might be relevant to the topic of the page''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Plasma_Light_Rifle_(EU2012)&diff=39076Plasma Light Rifle (EU2012)2012-10-15T03:46:33Z<p>Robbx213: /* Stats */</p>
<hr />
<div>STUB<br />
<br />
==Description==<br />
* ''A lower damage variant of the Plasma Rifle.''<br />
* ''Gives a +10 Aim bonus.''<br />
<br />
==Stats==<br />
{| class="wikitable" width="25%" <br />
|+ '''Light Plasma Rifle'''<br />
|-<br />
! width="30px" align="center" | Property !! Info <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | Requires: || align="center" | Plasma Rifle research<br />
|-<br />
| align="center" | Cost: || align="center" | 102 (Normal+30eng) <br/> 12 Elerium <br/> 16 Alloy <br/> 20 Engineers<br />
|-<br />
| align="center" | Grey Market Value: || align="center" | N/A<br />
|-<br />
| align="center" | Base Damage || align="center" | 5<br />
|-<br />
| align="center" | Critical Damage || align="center" | 7<br />
|-<br />
| align="center" | Effective Range || align="center" | Medium<br />
|-<br />
| align="center" | Reaction Range || align="center" | 27<br />
|-<br />
| align="center" | Critical Chance|| align="center" | 10%<br />
|-<br />
| align="center" | Aim Bonus || align="center" | +10<br />
|-<br />
|}<br />
<br />
==Notes==<br />
''Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities. Listing of foundry upgrades have been here as well.''<br />
<br />
''Although we continue to gain a better understanding of the alien plasma weapons we've recovered with each passing day, adapting the technology is but one aspect of the process involved in designing these weapons. We must also ensure that the armaments we develop are suitable to the firing positions our troops are accustomed to... if the weapon doesn't conform to human ergonomic standards, our troops certainly won't be able to fire it effectively. As a result of our efforts to reduce the weapon's weight, we've noted a substantial improvement in the overall accuracy of this rifle. In addition to manufacturing these new lightweight plasma rifles, we can also apply this approach to modify any plasma rifles captured in the field.''<br />
<br />
==See Also==<br />
''Place here internal links to wiki pages that might be relevant to the topic of the page''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&diff=39075Engineering (EU2012)2012-10-15T03:42:11Z<p>Robbx213: /* Items */</p>
<hr />
<div>{| style="float: right; padding:20px;"<br />
| [[Image:DrShen.png|thumb|Dr. Shen, XCOMs head of engineering.]]<br />
|}<br />
<div align="center">'''STUB'''</div><br />
<br />
=== Dr. Shen ===<br />
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.<br />
<br />
<br />
''In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.''<br />
<br />
== Resources ==<br />
'' Info on resources, cost & time''<br />
* Credits<br />
* Elerium<br />
* Alloys<br />
<br />
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.<br />
<br />
The formula for the cost of a manufactured item is:<br />
<br />
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]<br />
<br />
== Workshops ==<br />
''Info on workshops and bonus.''<br />
<br />
== The Foundry ==<br />
''Info on the Foundry.''<br />
<br />
[[Foundry (EU2012)|Foundry Projects]]<br />
<br />
== Projects ==<br />
''Info about engineering projects.''<br />
{{Col}}<br />
=== Items ===<br />
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]<br />
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]<br />
* [[Arc Thrower (EU2012)|Arc Thrower]]<br />
* [[Chitin Plating (EU2012)|Chitin Plating]]<br />
* [[Medikit (EU2012)|Medikit]]<br />
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]<br />
* [[Heavy Laser (EU2012)|Heavy Laser]]<br />
* [[Laser Scatter (EU2012)|Laser Scatter]]<br />
* [[Laser Pistol (EU2012)|Laser Pistol]]<br />
* [[Laser Rifle (EU2012)|Laser Rifle]]<br />
* [[Plasma Pistol (EU2012)|Plasma Pistol]]<br />
* [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]<br />
* [[Plasma Rifle (EU2012)|Plasma Rifle]]<br />
* [[Alloy Cannon (EU2012)|Alloy Cannon]]<br />
* [[Heavy Plasma (EU2012)|Heavy Plasma]]<br />
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]<br />
{{ColBreak}}<br />
<br />
=== Armor ===<br />
*[[Carapace Armor (EU2012)|Carapace Armor]]<br />
*[[Skeleton Suit (EU2012)|Skeleton Suit]]<br />
*[[Titan Armor (EU2012)|Titan Armor]]<br />
*[[Archangel Armor (EU2012)|Archangel Armor]]<br />
*[[Ghost Armor (EU2012)|Ghost Armor]]<br />
*[[Psi Armor (EU2012)|Psi Armor]]<br />
{{ColBreak}}<br />
<br />
=== Vehicles ===<br />
* [[Satellite (EU2012)|Satellite]]<br />
* [[Alloy SHIV (EU2012)|Alloy SHIV]]<br />
* [[SHIV (EU2012)|SHIV]]<br />
* [[Laser Cannon (EU2012)|Laser Cannon]]<br />
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]<br />
* [[Defence Matrix (dodge)]]<br />
* [[Uplink Targeting (Aim)]]<br />
<br />
{{EndCol}}<br />
<br />
== Build Items ==<br />
{| class="wikitable" width="100%" <br />
|+ '''Weapons'''<br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | ''Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants.'' || align="center" | ''None'' || align="center" | ''§25<br/>5 Engineers'' || align="center" | ''Immediate''<br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ '''Vehicles'''<br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Satellite (EU2012)|Satellite]] || align="center" | ''An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight'' || align="center" | ''None'' || align="center" | ''§100<br/>5 Engineers'' || align="center" | ''20d''<br />
|-<br />
| align="center" | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align="center" | ''The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.'' || align="center" | ''?'' || align="center" | ''§20 (Normal)<br/>5 Engineers'' || align="center" | ''Immediate''<br />
|-<br />
| align="center" | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align="center" | ''Activate this module during interception to provide an immediate, temporary booste to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.'' || align="center" | ''Sectoid Autopsy'' || align="center" | ''§5 (Normal)<br/> 3x Sectoid Corpse <br/> 5 Engineers'' || align="center" | ''Immediate''<br />
|-<br />
| align="center" | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align="center" | ''Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.'' || align="center" | ''Alien Alloys'', ''Heavy Weapons Platform (SHIV)'' || align="center" | ''§75<br/>20 Alloys <br/>10 Engineers'' || align="center" | ''Unknown''<br />
|-<br />
| align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | ''The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.'' || align="center" | ''Heavy Weapons Platform (SHIV)''|| align="center" | ''§45<br/>5 Engineers'' || align="center" | ''Unknown''<br />
|}<br />
<br />
== Build Facilities ==<br />
See also [[Base Facilities (EU2012)|Base Facilities]]<br />
<br />
{| class="wikitable" width="100%" <br />
|+ '''Facilities'''<br />
|- <br />
! width="15%" align="center" | Facility<br />
! width="25%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="10%" align="center" | Maintenance<br />
! width="20%" align="center" | Bonus<br />
! width="10%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | ''Access Lift'' || align="center" | ''Required to access a level.'' || align="center" | ''None'' || align="center" | ''§50<br/>2 Power'' || align="center" | ''§10 month'' || align="center" | ''None'' || align="center" | ''5d''<br />
|-<br />
| align="center" | ''Satellite Uplink'' || align="center" | ''With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.'' || align="center" | ''None'' || align="center" | ''§150<br/>5 Power<br/>10 Engineers'' || align="center" | ''§xx'' || align="center" | ''+1 Satellite capacity for every two uplinks constructed adjacent to another.'' || align="center" | ''Unknown''<br />
|-<br />
| align="center" | ''Satellite Nexus'' || align="center" | ''With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites.'' || align="center" | ''None'' || align="center" | ''§300<br/>8 Power<br/>25 Engineers<br/>25x Alloys<br/>2x UFO Flight Computer'' || align="center" | ''§26 month'' || align="center" | ''+1 Satellite capacity for every adjacent uplink.'' || align="center" | ''21d''<br />
|-<br />
| align="center" | ''Power Generator'' || align="center" | ''Power Generators supply the power needed to run new facilities. Each generator supplies +6 power.'' || align="center" | ''None'' || align="center" | ''§60'' || align="center" | ''§11 month'' || align="center" | ''+2 power for every adjacent power facility.'' || align="center" | ''5d''<br />
|-<br />
| align="center" | ''Thermo Generator'' || align="center" | ''Thermal Power Generators supply +20 power, but must be built over steam vents.'' || align="center" | ''None'' || align="center" | ''§200'' || align="center" | ''§xx'' || align="center" | ''+2 power for every adjacent power facility.'' || align="center" | ''Unknown''<br />
|-<br />
| align="center" | ''Laboratory'' || align="center" | ''Each laboratory increases research speed by 20%.'' || align="center" | ''None'' || align="center" | ''§125<br/>3 Power<br/>6 Scientists'' || align="center" | ''§24 month'' || align="center" | ''+10% increase to research speed for every adjacent laboratory.'' || align="center" | ''10d''<br />
|-<br />
| align="center" | ''Workshop'' || align="center" | ''Each workshop adds 5 engineers to our staff.'' || align="center" | ''None'' || align="center" | ''§130<br/>3 Power<br/>15 Engineers'' || align="center" | ''§26 month'' || align="center" | ''+7% refund on resources used when building vehicles, foundry projects and facilities.'' || align="center" | ''10d''<br />
|-<br />
| align="center" | ''Foundry'' || align="center" | ''Develop new combat items or improve current items in the Foundry.'' || align="center" | ''None'' || align="center" | ''§75<br/>3 Power'' || align="center" | ''§20 month'' || align="center" | ''None.'' || align="center" | ''10d''<br />
|-<br />
| align="center" | ''Alien Containment'' || align="center" | ''This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.'' || align="center" | ''None'' || align="center" | ''§85<br/>5 Power'' || align="center" | ''§18 month'' || align="center" | ''None.'' || align="center" | ''7d''<br />
|}<br />
<br />
== See Also ==<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Plasma_Light_Rifle_(EU2012)&diff=39074Plasma Light Rifle (EU2012)2012-10-15T03:40:41Z<p>Robbx213: /* Notes */</p>
<hr />
<div>STUB<br />
<br />
==Description==<br />
* ''A lower damage variant of the Plasma Rifle.''<br />
* ''Gives a +10 Aim bonus.''<br />
<br />
==Stats==<br />
{| class="wikitable" width="25%" <br />
|+ '''Light Plasma Rifle'''<br />
|-<br />
! width="30px" align="center" | Property !! Info <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | Requires: || align="center" | Plasma Rifle research<br />
|-<br />
| align="center" | Cost: || align="center" | ?<br />
|-<br />
| align="center" | Grey Market Value: || align="center" | N/A<br />
|-<br />
| align="center" | Base Damage || align="center" | 5<br />
|-<br />
| align="center" | Critical Damage || align="center" | 7<br />
|-<br />
| align="center" | Effective Range || align="center" | Medium<br />
|-<br />
| align="center" | Reaction Range || align="center" | 27<br />
|-<br />
| align="center" | Critical Chance|| align="center" | 10%<br />
|-<br />
| align="center" | Aim Bonus || align="center" | +10<br />
|-<br />
|}<br />
<br />
==Notes==<br />
''Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities. Listing of foundry upgrades have been here as well.''<br />
<br />
''Although we continue to gain a better understanding of the alien plasma weapons we've recovered with each passing day, adapting the technology is but one aspect of the process involved in designing these weapons. We must also ensure that the armaments we develop are suitable to the firing positions our troops are accustomed to... if the weapon doesn't conform to human ergonomic standards, our troops certainly won't be able to fire it effectively. As a result of our efforts to reduce the weapon's weight, we've noted a substantial improvement in the overall accuracy of this rifle. In addition to manufacturing these new lightweight plasma rifles, we can also apply this approach to modify any plasma rifles captured in the field.''<br />
<br />
==See Also==<br />
''Place here internal links to wiki pages that might be relevant to the topic of the page''<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&diff=39067Engineering (EU2012)2012-10-15T01:53:26Z<p>Robbx213: /* Build Items */</p>
<hr />
<div>{| style="float: right; padding:20px;"<br />
| [[Image:DrShen.png|thumb|Dr. Shen, XCOMs head of engineering.]]<br />
|}<br />
<div align="center">'''STUB'''</div><br />
<br />
=== Dr. Shen ===<br />
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.<br />
<br />
<br />
''In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.''<br />
<br />
== Resources ==<br />
'' Info on resources, cost & time''<br />
* Credits<br />
* Elerium<br />
* Alloys<br />
<br />
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.<br />
<br />
The formula for the cost of a manufactured item is:<br />
<br />
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]<br />
<br />
== Workshops ==<br />
''Info on workshops and bonus.''<br />
<br />
== The Foundry ==<br />
''Info on the Foundry.''<br />
<br />
[[Foundry (EU2012)|Foundry Projects]]<br />
<br />
== Projects ==<br />
''Info about engineering projects.''<br />
{{Col}}<br />
=== Items ===<br />
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]<br />
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]<br />
* [[Arc Thrower (EU2012)|Arc Thrower]]<br />
* [[Chitin Plating (EU2012)|Chitin Plating]]<br />
* [[Medikit (EU2012)|Medikit]]<br />
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]<br />
* [[Heavy Laser (EU2012)|Heavy Laser]]<br />
* [[Laser Scatter (EU2012)|Laser Scatter]]<br />
* [[Laser Pistol (EU2012)|Laser Pistol]]<br />
* [[Laser Rifle (EU2012)|Laser Rifle]]<br />
* [[Plasma Pistol (EU2012)|Plasma Pistol]]<br />
* [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]<br />
* [[Plasma Rifle (EU2012)|Plasma Rifle]]<br />
* [[Alloy Cannon (EU2012)|Alloy Cannon]]<br />
* [[Heavy Plasma (EU2012)|Heavy Plasma]]<br />
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]<br />
{{ColBreak}}<br />
<br />
=== Armor ===<br />
*[[Carapace Armor (EU2012)|Carapace Armor]]<br />
*[[Skeleton Suit (EU2012)|Skeleton Suit]]<br />
*[[Titan Armor (EU2012)|Titan Armor]]<br />
*[[Archangel Armor (EU2012)|Archangel Armor]]<br />
*[[Ghost Armor (EU2012)|Ghost Armor]]<br />
*[[Psi Armor (EU2012)|Psi Armor]]<br />
{{ColBreak}}<br />
<br />
=== Vehicles ===<br />
* [[Satellite (EU2012)|Satellite]]<br />
* [[Alloy SHIV (EU2012)|Alloy SHIV]]<br />
* [[SHIV (EU2012)|SHIV]]<br />
* [[Laser Cannon (EU2012)|Laser Cannon]]<br />
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]<br />
* [[Defence Matrix (dodge)]]<br />
* [[Uplink Targeting (Aim)]]<br />
<br />
{{EndCol}}<br />
<br />
== Build Items ==<br />
{| class="wikitable" width="100%" <br />
|+ '''Weapons'''<br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | ''Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants.'' || align="center" | ''None'' || align="center" | ''§25<br/>5 Engineers'' || align="center" | ''Immediate''<br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ '''Vehicles'''<br />
|- <br />
! width="15%" align="center" | Item <br />
! width="50%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Satellite (EU2012)|Satellite]] || align="center" | ''An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight'' || align="center" | ''None'' || align="center" | ''§100<br/>5 Engineers'' || align="center" | ''20d''<br />
|-<br />
| align="center" | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align="center" | ''The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.'' || align="center" | ''?'' || align="center" | ''§20 (Normal)<br/>5 Engineers'' || align="center" | ''Immediate''<br />
|-<br />
| align="center" | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align="center" | ''Activate this module during interception to provide an immediate, temporary booste to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.'' || align="center" | ''Sectoid Autopsy'' || align="center" | ''§5 (Normal)<br/> 3x Sectoid Corpse <br/> 5 Engineers'' || align="center" | ''Immediate''<br />
|-<br />
| align="center" | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align="center" | ''Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.'' || align="center" | ''Alien Alloys'', ''Heavy Weapons Platform (SHIV)'' || align="center" | ''§75<br/>20 Alloys <br/>10 Engineers'' || align="center" | ''Unknown''<br />
|-<br />
| align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | ''The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.'' || align="center" | ''Heavy Weapons Platform (SHIV)''|| align="center" | ''§45<br/>5 Engineers'' || align="center" | ''Unknown''<br />
|}<br />
<br />
== Build Facilities ==<br />
See also [[Base Facilities (EU2012)|Base Facilities]]<br />
<br />
{| class="wikitable" width="100%" <br />
|+ '''Facilities'''<br />
|- <br />
! width="15%" align="center" | Facility<br />
! width="25%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="10%" align="center" | Maintenance<br />
! width="20%" align="center" | Bonus<br />
! width="10%" align="center" | Duration<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | ''Access Lift'' || align="center" | ''Required to access a level.'' || align="center" | ''None'' || align="center" | ''§50<br/>2 Power'' || align="center" | ''§10 month'' || align="center" | ''None'' || align="center" | ''5d''<br />
|-<br />
| align="center" | ''Satellite Uplink'' || align="center" | ''With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.'' || align="center" | ''None'' || align="center" | ''§150<br/>5 Power<br/>10 Engineers'' || align="center" | ''§xx'' || align="center" | ''+1 Satellite capacity for every two uplinks constructed adjacent to another.'' || align="center" | ''Unknown''<br />
|-<br />
| align="center" | ''Satellite Nexus'' || align="center" | ''With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites.'' || align="center" | ''None'' || align="center" | ''§300<br/>8 Power<br/>25 Engineers<br/>25x Alloys<br/>2x UFO Flight Computer'' || align="center" | ''§26 month'' || align="center" | ''+1 Satellite capacity for every adjacent uplink.'' || align="center" | ''21d''<br />
|-<br />
| align="center" | ''Power Generator'' || align="center" | ''Power Generators supply the power needed to run new facilities. Each generator supplies +6 power.'' || align="center" | ''None'' || align="center" | ''§60'' || align="center" | ''§11 month'' || align="center" | ''+2 power for every adjacent power facility.'' || align="center" | ''5d''<br />
|-<br />
| align="center" | ''Thermo Generator'' || align="center" | ''Thermal Power Generators supply +20 power, but must be built over steam vents.'' || align="center" | ''None'' || align="center" | ''§200'' || align="center" | ''§xx'' || align="center" | ''+2 power for every adjacent power facility.'' || align="center" | ''Unknown''<br />
|-<br />
| align="center" | ''Laboratory'' || align="center" | ''Each laboratory increases research speed by 20%.'' || align="center" | ''None'' || align="center" | ''§125<br/>3 Power<br/>6 Scientists'' || align="center" | ''§24 month'' || align="center" | ''+10% increase to research speed for every adjacent laboratory.'' || align="center" | ''10d''<br />
|-<br />
| align="center" | ''Workshop'' || align="center" | ''Each workshop adds 5 engineers to our staff.'' || align="center" | ''None'' || align="center" | ''§130<br/>3 Power<br/>15 Engineers'' || align="center" | ''§26 month'' || align="center" | ''+7% refund on resources used when building vehicles, foundry projects and facilities.'' || align="center" | ''10d''<br />
|-<br />
| align="center" | ''Foundry'' || align="center" | ''Develop new combat items or improve current items in the Foundry.'' || align="center" | ''None'' || align="center" | ''§75<br/>3 Power'' || align="center" | ''§20 month'' || align="center" | ''None.'' || align="center" | ''10d''<br />
|-<br />
| align="center" | ''Alien Containment'' || align="center" | ''This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.'' || align="center" | ''None'' || align="center" | ''§85<br/>5 Power'' || align="center" | ''§18 month'' || align="center" | ''None.'' || align="center" | ''7d''<br />
|}<br />
<br />
== See Also ==<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Bugs_(EU2012)&diff=39058Bugs (EU2012)2012-10-15T00:01:47Z<p>Robbx213: </p>
<hr />
<div>This is the place to document bugs. In this case, bugs are errors that make the game work otherwise than intended. This is not the place for mods or for suggested improvements to things that currently function but would be "better" a different way. Those suggestions should go in [[Mods (EU2012)|Mods]]. Also, consider posting the bug on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
====="satellite down"=====<br />
* Effect: When I was in the Situation Room, Central popped up and said "satellite down". I had not lost any satellites. I was maxed out before and after the announcement.<br />
* Cause: Shortly before I had lost an Interceptor, so perhaps that or the remaining alien craft somehow triggered the sound bite.<br />
<br />
=====Situation Room zoom=====<br />
* Effect: Sometimes clicking on the Situation Room button changes the Situation Room from just its 2D map to the colorful panic levels and such, but the camera remains stuck out at the pan-across-the-facility level. You can click again, on either the button or the room, and it zooms in fine.<br />
* Cause: Unknown.<br />
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread. <br />
<br />
=====underground revival=====<br />
* Effect: A soldier was shot unconscious in the corner of a tall dirt berm (full cover). I ran my Support near, leaving the corner space open where the body was lieing, but somehow the unit revived inside the dirt / under the elevated ground. The next turn he was able to move and climbed over like a wall.<br />
* Cause: Unknown.<br />
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
=====grayed out buttons=====<br />
* Effect: Rarely, a button is grayed out when it should be available. For example, starting in the Barracks looking at a Rookie, you can scroll onto a Sgt. or higher and sometimes the nickname button does not light up. If you leave and then come back in on that Sgt.+ it will be available again. This is also happening occassionally in combat with the fire button, though there the button still works by either mouse clicking or hitting the corresponding key (default = 1).<br />
* Cause: Unknown.<br />
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
=====Disabling Shot vs Overwatch Aliens=====<br />
* Effect: Weapon is disabled on the alien's next turn as per usual, but the alien can take an unlimited number of reaction shots during the player's turn. After discovering the bug (3 HP sectoid fired 5 reaction shots in a single turn at 3 different targets) was able to duplicate it on at least two other occasions.<br />
* Cause: An alien ends its turn on overwatch. On your turn, you use a sniper to disable the alien's weapon... either to close the distance to kill it or to stun it.<br />
* Status: Reported on XCOM 2k forum master bug thread.<br />
<br />
=====Aliens teleporting=====<br />
* Effect: Alien squads (unprovoked) are not actually moving around the map, but teleporting short distances, which can be witnessed with use of battle scanner, for example. Side effects include enemy squads appearing right on top of your troops, or inside a ring of soldiers. Also, you may notice on terror missions a civilian dying, while next turn you find last enemy squad on the map - a squad of 2 drones and a sectopod far away from that point. Also, sometimes, rarely though, even "provoked" aliens suddenly teleport on top of your troops.<br />
* Cause: Aside from obvious lazy programming on developer's side, no discernable ways to reproduce the bug - seems to be totally random (can happen only with mobile squads, of course)<br />
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.<br />
<br />
=====Movement into occupied tiles and dirt=====<br />
* Effect: Sometimes, movement into a tile occupied by another soldier is allowed, putting two soldiers into a single tile. They both continue to function normally. Sometimes, when landing in a flying suit, your soldier will fall through the ground, appearing dug in the dirt (head popping), rendering him immobile for remainder of the mission. <br />
* Cause: Unknown, but if you happen to be able to target occupied tile with movement command, it remains so until that soldier moves, so when bug is triggered, it is reproduceable.<br />
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.<br />
<br />
=====Grappling hoook malfunction=====<br />
* Effect: Grappling hook can do all sorts of wierd things on you. Sometimes, you will teleport to a different tile after hook animation plays (teleportation happens when your soldier takes his weapon out, staying on the target tile). Sometimes, hook will simply fail - your soldier will return back to his starting position. Reloading may or may not fix the bug.<br />
* Cause: Unknown, usually not reproduced on reload.<br />
<br />
=====Armor change clipping=====<br />
* Effect: Often times when you upgrade your armor the previous armor will still exist on your soldier, causing the two to be together at once and cause a distorted, clipping armor effect. Usually this can be fixed by changing the armor deco (when this happens it defaults to deco 0), however with singular style armors such as the archangel there's no way to change its deco, meaning you're stuck with the effect on your armor.<br />
* Cause: Unknown<br />
<br />
=====Immobile after fall & revive=====<br />
[[File:Immobile (EU2012).jpg|right|300px]]<br />
* Effect: A soldier was shot unconscious and fell from the top of a train car onto an adjacent wooden box. When revived, the unit could take action but could not move.<br />
* Cause: Probably something related to an unregistered change in position from the train car to the box. In the image it appears the game thinks he should be up in midair instead of down on the box, which may also contribute to not being able to move (from midair).<br />
* Status: Replied on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
<br />
==Archive==<br />
Bugs that have been fixed in a [[Patches (EU2012)|Patch]].<br />
<br />
====='ghost' SHIV=====<br />
* Effect: I built a normal SHIV in the Foundry and it was available to view in the Soldier list, but the SHIV itself was not there, just it's stats and the panel of buttons to the left (only dismantle was available) with an empty platform. Coincidentally, I could not load the SHIV in the squad prep screen for a mission.<br />
* Cause: Unknown, maybe building multiple SHIVs at the same time in the Foundry. Barracks had plenty of room and both an Alloy SHIV and a Hover SHIV were present so those could coexist in the Barracks.<br />
* Fix: 12Oct2012 patch fixed not being able to use damaged SHIVs.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Bugs_(EU2012)&diff=39057Bugs (EU2012)2012-10-14T23:49:26Z<p>Robbx213: </p>
<hr />
<div>This is the place to document bugs. In this case, bugs are errors that make the game work otherwise than intended. This is not the place for mods or for suggested improvements to things that currently function but would be "better" a different way. Those suggestions should go in [[Mods (EU2012)|Mods]]. Also, consider posting the bug on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
====="satellite down"=====<br />
* Effect: When I was in the Situation Room, Central popped up and said "satellite down". I had not lost any satellites. I was maxed out before and after the announcement.<br />
* Cause: Shortly before I had lost an Interceptor, so perhaps that or the remaining alien craft somehow triggered the sound bite.<br />
<br />
=====Situation Room zoom=====<br />
* Effect: Sometimes clicking on the Situation Room button changes the Situation Room from just its 2D map to the colorful panic levels and such, but the camera remains stuck out at the pan-across-the-facility level. You can click again, on either the button or the room, and it zooms in fine.<br />
* Cause: Unknown.<br />
<br />
=====underground revival=====<br />
* Effect: A soldier was shot unconscious in the corner of a tall dirt berm (full cover). I ran my Support near, leaving the corner space open where the body was lieing, but somehow the unit revived inside the dirt / under the elevated ground. The next turn he was able to move and climbed over like a wall.<br />
* Cause: Unknown.<br />
<br />
=====grayed out buttons=====<br />
* Effect: Rarely, a button is grayed out when it should be available. For example, starting in the Barracks looking at a Rookie, you can scroll onto a Sgt. or higher and sometimes the nickname button does not light up. If you leave and then come back in on that Sgt.+ it will be available again.<br />
* Cause: Unknown.<br />
<br />
=====Disabling Shot vs Overwatch Aliens=====<br />
* Effect: Weapon is disabled on the alien's next turn as per usual, but the alien can take an unlimited number of reaction shots during the player's turn. After discovering the bug (3 HP sectoid fired 5 reaction shots in a single turn at 3 different targets) was able to duplicate it on at least two other occasions.<br />
* Cause: An alien ends its turn on overwatch. On your turn, you use a sniper to disable the alien's weapon... either to close the distance to kill it or to stun it.<br />
* Status: Reported on XCOM 2k forum master bug thread.<br />
<br />
=====Aliens teleporting=====<br />
* Effect: Alien squads (unprovoked) are not actually moving around the map, but teleporting short distances, which can be witnessed with use of battle scanner, for example. Side effects include enemy squads appearing right on top of your troops, or inside a ring of soldiers. Also, you may notice on terror missions a civilian dying, while next turn you find last enemy squad on the map - a squad of 2 drones and a sectopod far away from that point. Also, sometimes, rarely though, even "provoked" aliens suddenly teleport on top of your troops.<br />
* Cause: Aside from obvious lazy programming on developer's side, no discernable ways to reproduce the bug - seems to be totally random (can happen only with mobile squads, of course)<br />
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.<br />
<br />
=====Movement into occupied tiles and dirt=====<br />
* Effect: Sometimes, movement into a tile occupied by another soldier is allowed, putting two soldiers into a single tile. They both continue to function normally. Sometimes, when landing in a flying suit, your soldier will fall through the ground, appearing dug in the dirt (head popping), rendering him immobile for remainder of the mission. <br />
* Cause: Unknown, but if you happen to be able to target occupied tile with movement command, it remains so until that soldier moves, so when bug is triggered, it is reproduceable.<br />
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.<br />
<br />
=====Grappling hoook malfunction=====<br />
* Effect: Grappling hook can do all sorts of wierd things on you. Sometimes, you will teleport to a different tile after hook animation plays (teleportation happens when your soldier takes his weapon out, staying on the target tile). Sometimes, hook will simply fail - your soldier will return back to his starting position. Reloading may or may not fix the bug.<br />
* Cause: Unknown, usually not reproduced on reload.<br />
<br />
=====Armor change clipping=====<br />
* Effect: Often times when you upgrade your armor the previous armor will still exist on your soldier, causing the two to be together at once and cause a distorted, clipping armor effect. Usually this can be fixed by changing the armor deco (when this happens it defaults to deco 0), however with singular style armors such as the archangel there's no way to change its deco, meaning you're stuck with the effect on your armor.<br />
* Cause: Unknown<br />
<br />
=====Immobile after fall & revive=====<br />
[[File:Immobile (EU2012).jpg|right|300px]]<br />
* Effect: A soldier was shot unconscious and fell from the top of a train car onto an adjacent wooden box. When revived, the unit could take action but could not move.<br />
* Cause: Probably something related to an unregistered change in position from the train car to the box. In the image it appears the game thinks he should be up in midair instead of down on the box, which may also contribute to not being able to move (from midair).<br />
* Status: Replied on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
<br />
==Archive==<br />
Bugs that have been fixed in a [[Patches (EU2012)|Patch]].<br />
<br />
====='ghost' SHIV=====<br />
* Effect: I built a normal SHIV in the Foundry and it was available to view in the Soldier list, but the SHIV itself was not there, just it's stats and the panel of buttons to the left (only dismantle was available) with an empty platform. Coincidentally, I could not load the SHIV in the squad prep screen for a mission.<br />
* Cause: Unknown, maybe building multiple SHIVs at the same time in the Foundry. Barracks had plenty of room and both an Alloy SHIV and a Hover SHIV were present so those could coexist in the Barracks.<br />
* Fix: 12Oct2012 patch fixed not being able to use damaged SHIVs.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=Bugs_(EU2012)&diff=39056Bugs (EU2012)2012-10-14T23:48:40Z<p>Robbx213: </p>
<hr />
<div>This is the place to document bugs. In this case, bugs are errors that make the game work otherwise than intended. This is not the place for mods or for suggested improvements to things that currently function but would be "better" a different way. Those suggestions should go in [[Mods (EU2012)|Mods]].<br />
<br />
====="satellite down"=====<br />
* Effect: When I was in the Situation Room, Central popped up and said "satellite down". I had not lost any satellites. I was maxed out before and after the announcement.<br />
* Cause: Shortly before I had lost an Interceptor, so perhaps that or the remaining alien craft somehow triggered the sound bite.<br />
<br />
=====Situation Room zoom=====<br />
* Effect: Sometimes clicking on the Situation Room button changes the Situation Room from just its 2D map to the colorful panic levels and such, but the camera remains stuck out at the pan-across-the-facility level. You can click again, on either the button or the room, and it zooms in fine.<br />
* Cause: Unknown.<br />
<br />
=====underground revival=====<br />
* Effect: A soldier was shot unconscious in the corner of a tall dirt berm (full cover). I ran my Support near, leaving the corner space open where the body was lieing, but somehow the unit revived inside the dirt / under the elevated ground. The next turn he was able to move and climbed over like a wall.<br />
* Cause: Unknown.<br />
<br />
=====grayed out buttons=====<br />
* Effect: Rarely, a button is grayed out when it should be available. For example, starting in the Barracks looking at a Rookie, you can scroll onto a Sgt. or higher and sometimes the nickname button does not light up. If you leave and then come back in on that Sgt.+ it will be available again.<br />
* Cause: Unknown.<br />
<br />
=====Disabling Shot vs Overwatch Aliens=====<br />
* Effect: Weapon is disabled on the alien's next turn as per usual, but the alien can take an unlimited number of reaction shots during the player's turn. After discovering the bug (3 HP sectoid fired 5 reaction shots in a single turn at 3 different targets) was able to duplicate it on at least two other occasions.<br />
* Cause: An alien ends its turn on overwatch. On your turn, you use a sniper to disable the alien's weapon... either to close the distance to kill it or to stun it.<br />
* Status: Reported on XCOM 2k forum master bug thread.<br />
<br />
=====Aliens teleporting=====<br />
* Effect: Alien squads (unprovoked) are not actually moving around the map, but teleporting short distances, which can be witnessed with use of battle scanner, for example. Side effects include enemy squads appearing right on top of your troops, or inside a ring of soldiers. Also, you may notice on terror missions a civilian dying, while next turn you find last enemy squad on the map - a squad of 2 drones and a sectopod far away from that point. Also, sometimes, rarely though, even "provoked" aliens suddenly teleport on top of your troops.<br />
* Cause: Aside from obvious lazy programming on developer's side, no discernable ways to reproduce the bug - seems to be totally random (can happen only with mobile squads, of course)<br />
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.<br />
<br />
=====Movement into occupied tiles and dirt=====<br />
* Effect: Sometimes, movement into a tile occupied by another soldier is allowed, putting two soldiers into a single tile. They both continue to function normally. Sometimes, when landing in a flying suit, your soldier will fall through the ground, appearing dug in the dirt (head popping), rendering him immobile for remainder of the mission. <br />
* Cause: Unknown, but if you happen to be able to target occupied tile with movement command, it remains so until that soldier moves, so when bug is triggered, it is reproduceable.<br />
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.<br />
<br />
=====Grappling hoook malfunction=====<br />
* Effect: Grappling hook can do all sorts of wierd things on you. Sometimes, you will teleport to a different tile after hook animation plays (teleportation happens when your soldier takes his weapon out, staying on the target tile). Sometimes, hook will simply fail - your soldier will return back to his starting position. Reloading may or may not fix the bug.<br />
* Cause: Unknown, usually not reproduced on reload.<br />
<br />
=====Armor change clipping=====<br />
* Effect: Often times when you upgrade your armor the previous armor will still exist on your soldier, causing the two to be together at once and cause a distorted, clipping armor effect. Usually this can be fixed by changing the armor deco (when this happens it defaults to deco 0), however with singular style armors such as the archangel there's no way to change its deco, meaning you're stuck with the effect on your armor.<br />
* Cause: Unknown<br />
<br />
=====Immobile after fall & revive=====<br />
[[File:Immobile (EU2012).jpg|right|300px]]<br />
* Effect: A soldier was shot unconscious and fell from the top of a train car onto an adjacent wooden box. When revived, the unit could take action but could not move.<br />
* Cause: Probably something related to an unregistered change in position from the train car to the box. In the image it appears the game thinks he should be up in midair instead of down on the box, which may also contribute to not being able to move (from midair).<br />
* Status: Replied on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.<br />
<br />
<br />
==Archive==<br />
Bugs that have been fixed in a [[Patches (EU2012)|Patch]].<br />
<br />
====='ghost' SHIV=====<br />
* Effect: I built a normal SHIV in the Foundry and it was available to view in the Soldier list, but the SHIV itself was not there, just it's stats and the panel of buttons to the left (only dismantle was available) with an empty platform. Coincidentally, I could not load the SHIV in the squad prep screen for a mission.<br />
* Cause: Unknown, maybe building multiple SHIVs at the same time in the Foundry. Barracks had plenty of room and both an Alloy SHIV and a Hover SHIV were present so those could coexist in the Barracks.<br />
* Fix: 12Oct2012 patch fixed not being able to use damaged SHIVs.<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213https://www.ufopaedia.org/index.php?title=File:Immobile_(EU2012).jpg&diff=39055File:Immobile (EU2012).jpg2012-10-14T23:32:30Z<p>Robbx213: This guy was knocked unconscious, fell off the train, and when revived could not move.</p>
<hr />
<div>This guy was knocked unconscious, fell off the train, and when revived could not move.</div>Robbx213https://www.ufopaedia.org/index.php?title=Research_(EU2012)&diff=39051Research (EU2012)2012-10-14T23:00:49Z<p>Robbx213: /* Autopsies */</p>
<hr />
<div>{| style="float: right; padding:20px;"<br />
| [[Image:DrVahlen.png|thumb|Dr. Vahlen, head scientist from the XCOM project.]]<br />
|}<br />
''Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.'' <br />
<br />
=== Dr. Vahlen===<br />
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team's efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.<br />
<br />
__TOC__<br />
<br />
== Laboratories == <br />
''Info on laboratories and bonuses.''<br />
<br />
==Aircraft==<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Nav Computer''' || align="center" | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs. || align="center" | Salvage: UFO Flight Computer || align="center" | 2 UFO Flight Computers || align="center" | (C+5) ''Slow (20d)'' || align="center" | Facility: Satellite Nexus <br/> Research: New Fighter Craft <br/> Foundry: Stealth Satellites<br />
|-<br />
| align="center" | '''New Fighter Craft''' || align="center" | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own. || align="center" | Research: Alien Nav Computer, UFO Power Source || align="center" | 10 Elerium <br /> 10 Alloys <br /> 75 Weapon Fragments || || align="center" | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV <br/> Research: Archangel Armor, EMP Cannon<br />
|-<br />
| align="center" | '''Plasma Cannon''' || align="center" | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 30 Weapon Fragments || || align="center" | Engineer: Plasma Cannon<br />
|-<br />
| align="center" | '''UFO Power Source''' || align="center" | With the element known as "Elerium" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align="center" | Salvage: UFO Power Source || || || align="center" | Facility: Elerium Power Generator <br/> Research: New Fighter Craft, Elerium<br />
|}<br />
<br />
==Armor==<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Alien Materials''' || align="center" | The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | Fast (3 days)'' <br/> (C+5) ''Normal (8d) || align="center" | Engineer: Nano-Fiber Vest <br/> Research: Experimental Warfare, Carapace Armor<br />
|-<br />
| align="center" | '''Carapace Armor''' || align="center" | We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging. || align="center" | Research: Alien Materials <br/> Salvage: Alien Alloys || align="center" | 10 Alloy || align="center" | (C+9) ''Slow (16d)'' || align="center" | Engineer: Carapace Armor, Alloy SHIV<br/>Research: Skeleton Suit, Titan Armor<br />
|-<br />
| align="center" | '''Skeleton Suit''' || align="center" | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we've been prototyping. || align="center" | Research: Carapace Armor || align="center" | 15 Alloys || align="center" | 16 Days on Normal with 16 Scientists <br/> (C+10) Slow (20d) || align="center" | Engineer: Skeleton Suit<br />
|-<br />
| align="center" | '''Titan Armor''' || align="center" | We've observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align="center" | Research: Carapace Armor, Elerium || align="center" | 15 Alloys <br/> 5 Elerium || align="center" | 4 days on Normal with 45 scientists (Armor Research Credit) || align="center" | Engineer: Titan Armor <br/> Research: Ghost Armor, Archangel Armor<br />
|-<br />
| align="center" | '''Ghost Armor''' || align="center" | || align="center" | Research: Titan Armor, Hyperwave Communication || align="center" | || align="center" | || align="center" | Engineer: Ghost Armor<br />
|-<br />
| align="center" | '''Archangel Armor''' || align="center" | || align="center" | Research: Titan Armor, New Fighter Craft || align="center" | || align="center" | || align="center" | Engineer: Archangel Armor <br/> Foundry: Advanced Flight<br />
|}<br />
<br />
==Autopsies==<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Sectoid Autopsy''' || align="center" | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align="center" | Obtain Sectoid Corpse || align="center" | 1 Sectoid Corpse || align="center" | ''5 Days on Normal with 12 Scientists'' || align="center" | Engineer: Uplink Targeting (AIM)<br />
|-<br />
| align="center" | '''Thin Man Autopsy''' || align="center" | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align="center" | Obtain Thin Man Corpse || align="center" | 1 Thin Man Corpse || align="center" | ''3 Days on Normal with 16 Scientists'' || align="center" | Foundry: Improved Medikit<br />
|-<br />
| align="center" | '''Floater Autopsy''' || align="center" | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align="center" | Obtain Floater Corpse || align="center" | 1 Floater Corpse || align="center" | ''3 Days on Normal with 22 Scientists'' || align="center" | Engineer: Defense Matrix (Dodge)<br />
|-<br />
| align="center" | '''[[Muton_Autopsy_(EU2012)| Muton Autopsy]]''' || align="center" | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align="center" | Obtain Muton Corpse || align="center" | 1 Muton Corpse || align="center" | '''' || align="center" | Foundry: Ammo Conservation<br />
|-<br />
| align="center" | '''Chryssalid Autopsy''' || align="center" | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align="center" | Obtain Chrysalid Corpse || align="center" | 1 Chryssalid Corpse || align="center" | (N+14) ''Fast (3d)'' || align="center" | Engineer: Chitin Plating<br />
|-<br />
| align="center" | '''Drone Autopsy''' || align="center" | '''' || align="center" | Obtain Drone Wreck || align="center" | 1 Drone Wreck || align="center" | '''' || align="center" | Foundry: Drone Capture<br />
|-<br />
| align="center" | '''Cyberdisk Autopsy''' || align="center" | '''' || align="center" | Obtain Cyberdisk Wreck || align="center" | 1 Cyberdisk Wreck || align="center" | '''' || align="center" | Engineer: UFO Tracking (Boost)<br />
|-<br />
| align="center" | '''Sectoid Commander Autopsy''' || align="center" | '''' || align="center" | Obtain Sectoid Commander Corpse || align="center" | 1 Sectoid Commander Corpse || align="center" | '''' || align="center" | Facility: Psionic Lab<br />
|-<br />
| align="center" | '''Berserker Autopsy''' || align="center" | '''' || align="center" | Obtain Berserker Corpse || align="center" | 1 Berserker Corpse || align="center" | '''' || align="center" | Engineer: Combat Stims<br />
|-<br />
| align="center" | '''Heavy Floater Autopsy''' || align="center" | '''' || align="center" | Obtain Heavy Floater Corpse || align="center" | 1 Heavy Floater Corpse || align="center" | '''' || align="center" | Foundry: Advanced Repair<br />
|-<br />
| align="center" | '''Muton Elite Autopsy''' || align="center" | '''' || align="center" | Obtain Muton Elite Corpse || align="center" | 1 Muton Elite Corpse || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Sectopod Autopsy''' || align="center" | '''' || align="center" | Obtain Sectopod Wreck || align="center" | 1 Sectopod Wreck || align="center" | '''' || align="center" | Foundry: Advanced Construction<br />
|-<br />
| align="center" | '''Ethereal Autopsy''' || align="center" | '''' || align="center" | Obtain Ethereal Corpse || align="center" | 1 Ethereal Corpse || align="center" | '''' || align="center" | Engineer: Mind Shield<br />
|}<br />
<br />
==Interrogations==<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Interrogate Sectoid''' || align="center" | We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid || align="center" | '''' || align="center" | Research credit: Beam Weaponry<br />
|-<br />
| align="center" | '''Interrogate Sectoid Commander''' || align="center" | This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Sectoid Commander || align="center" | '''' || align="center" | Facility: Psionic Lab <br/> Research credit: Psionics<br />
|-<br />
| align="center" | '''Interrogate Thin Man''' || align="center" | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Thin Man || align="center" | '''' || align="center" | Research credit: UFO Technology<br />
|-<br />
| align="center" | '''Interrogate Floater''' || align="center" | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Floater || align="center" | '''' || align="center" | Research credit: Basic Armor<br />
|-<br />
| align="center" | '''Interrogate Heavy Floater''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Heavy Floater || align="center" | '''' || align="center" | Research credit: Flight Technology<br />
|-<br />
| align="center" | '''Interrogate Berserker''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Berserker || align="center" | '''' || align="center" | Research credit: All Armor <br />
|-<br />
| align="center" | '''Interrogate Muton''' || align="center" | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton || align="center" | '''' || align="center" | Research credit: Plasma Weaponry<br />
|-<br />
| align="center" | '''Interrogate Muton Elite''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Muton Elite || align="center" | '''' || align="center" | Research credit: Weapons Technology<br />
|-<br />
| align="center" | '''Interrogate Ethereal''' || align="center" | '''' || align="center" | Facility: Alien Containment || align="center" | 1 Captured Ethereal || align="center" | '''' || align="center" | Engineer: Mind Shield <br/> Research credit: All Technology<br />
|}<br />
<br />
==Weapons==<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | '''Arc Thrower''' || align="center" | "''With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.''" || align="center" | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | 10 Weapon Fragments || align="center" | (N+10) Normal (6d) || align="center" | Engineer: Arc Thrower<br />
|-<br />
| align="center" | '''Weapon Fragments''' || align="center" | These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs. || align="center" | None || align="center" | 5 Weapon Fragments || align="center" | (C+5) ''Normal (8d)'' || align="center" | Engineer: S.C.O.P.E. <br/> Research: Experimental Warfare, Beam Weapons, Plasma Weaponry <br/> Foundry: S.C.O.P.E. Upgrade<br />
|-<br />
| align="center" | '''Beam Weapons''' || align="center" | Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align="center" | Research: Weapon Fragments || align="center" | 5 Alloy <br/>10 Weapon Fragments || align="center" | (C+9) ''Slow (14d)'' <br/> ''(C+10) Slow (12d)'' || align="center" | Engineer: Laser Pistol, Laser Rifle <br/>Research: Precision Lasers, Heavy Lasers <br/> Foundry: Improved Pistol II<br />
|-<br />
| align="center" | '''Precision Lasers''' || align="center" | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Laser Sniper Rifle, Scatter Laser<br />
|-<br />
| align="center" | '''Heavy Lasers''' || align="center" | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align="center" | Research: Beam Weapons || align="center" | 5 Alloys<br/>5 Weapon Fragments || align="center" | ''5 Days on Normal with 19 Scientists with "Beam Weapons" credit'' || align="center" | Engineer: Heavy Laser, Laser Cannon <br/> Foundry: SHIV Laser<br />
|-<br />
| align="center" | '''Plasma Pistol''' || align="center" | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our... || align="center" | Research: Weapon Fragments <br/> Salvage: Plasma Pistol || align="center" | 5 Elerium<br/>1 Plasma Pistol<br/>40 Weapon Fragments || align="center" | ''16 Days on Normal with 22 Scientists'' || align="center" | Engineer: Plasma Pistol <br/> Foundry: Improved Pistol III<br />
|-<br />
| align="center" | '''Light Plasma Rifle''' || align="center" | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align="center" | Research: Weapon Fragments <br/> Salvage: Light Plasma Rifle || align="center" | 5 Elerium<br/>1 Light Plasma Rifle<br/>40 Weapon Fragments || align="center" | ''18 Days on Normal with 22 Scientists'' || align="center" | Engineer: Light Plasma Rifle <br/> Research: Plasma Rifle, Plasma Cannon<br />
|- <br />
| align="center" | '''Plasma Rifle''' || align="center" | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align="center" | Research: Light Plasma Rifle || align="center" | 10 Elerium <br /> 10 Alloys <br /> 40 Weapon Fragments || || align="center" | Engineer: Plasma Rifle <br/> Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun<br />
|}<br />
<br />
==Uncategorized==<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="15%" align="center" | Project <br />
! width="30%" align="center" | Description<br />
! width="10%" align="center" | Prerequisite <br />
! width="10%" align="center" | Cost<br />
! width="15%" align="center" | Speed <br/> (Diff. + Scientists)<br />
! width="20%" align="center" | Result <br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Xeno-Biology_(2012)|Xeno-Biology]] || align="center" | If we must face the invaders in combat, then we must understand 'alien life' as well as we do our own. || align="center" | None || align="center" | 4 Sectoid Corpses || align="center" | ''Normal (4 days)'' <br/> (C+5) ''Normal (8d)'' || align="center" | Facility: Alien Containment <br/> Research: Arc Thrower<br />
|-<br />
| align="center" | '''Experimental Warfare''' || align="center" | Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use. || align="center" | Research: Alien Materials or Weapon Fragments || align="center" | None || align="center" | (C+5) ''Slow (12d)'' || align="center" | Facility: The Foundry <br/> Engineer: Phoenix Cannon<br />
|-<br />
| align="center" | '''Elerium''' || align="center" | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align="center" | Research: UFO Power Source || align="center" | 10 Elerium || align="center" | Unknown || align="center" | Research: Titan Armor <br/> Foundry: Improved Arc Thrower<br />
|} <br />
<br />
{{Col}}<br />
=== Aircraft/Satellites ===<br />
*[[Satellite (EU2012)|Satellite]]<br />
*[[Laser Cannon (EU2012)|Laser Cannon]]<br />
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]<br />
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]<br />
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]<br />
*[[Alien Materials (2012)|Alien Materials]]<br />
*[[Elerium (EU2012)|Elerium]]<br />
*[[UFO Power Source (EU2012)|UFO Power Source]]<br />
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]<br />
*[[Firestorm (EU2012)|New Fighter Craft]]<br />
*[[EMP Cannon (EU2012)|EMP Cannon]]<br />
{{ColBreak}}<br />
<br />
=== Armor ===<br />
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]<br />
*[[Chitin Plating (EU2012)|Chitin Plating]]<br />
*[[Carapace Armor (EU2012)|Carapace Armor]]<br />
*[[Skeleton Suit (EU2012)|Skeleton Suit]]<br />
*[[Titan Armor (EU2012)|Titan Armor]]<br />
*[[Archangel Armor (EU2012)|Archangel Armor]]<br />
*[[Ghost Armor (EU2012)|Ghost Armor]]<br />
*[[Psi Armor (EU2012)|Psi Armor]]<br />
<br />
=== Equipment ===<br />
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]<br />
*[[Medikit (EU2012)|Medikit]]<br />
{{ColBreak}}<br />
<br />
=== Weapons ===<br />
*[[Weapon Fragments (EU2012)|Weapon Fragments]]<br />
*[[Arc Thrower (EU2012)|Arc Thrower]]<br />
*[[Precision Lasers (EU2012)|Precision Lasers]]<br />
*[[Laser Pistol (EU2012)|Laser Pistol]]<br />
*[[Laser Rifle (EU2012)|Laser Rifle]]<br />
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]<br />
*[[Laser Scatter (EU2012)|Laser Scatter]]<br />
*[[Heavy Laser (EU2012)|Heavy Laser]]<br />
*[[Plasma Pistol (EU2012)|Plasma Pistol]]<br />
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]<br />
*[[Plasma Rifle (EU2012)|Plasma Rifle]]<br />
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]<br />
*[[Heavy Plasma (EU2012)|Heavy Plasma]]<br />
*[[Alloy Cannon (EU2012)|Alloy Cannon]]<br />
*[[Alien Grenade (EU2012)|Alien Grenade]]<br />
{{ColBreak}}<br />
<br />
=== Alien Research ===<br />
*[[Xeno-Biology (2012)|Xeno-Biology]]<br />
*[[Sectoid (EU2012)|Sectoid]]<br />
*Sectoid Autopsy<br />
*[[Muton (EU2012)|Muton]]<br />
*Muton Autopsy<br />
*[[Thin Man (EU2012)|Thin Man]]<br />
*Thin Man Autopsy<br />
*[[Chryssalid (EU2012)|Chryssalid]]<br />
*Chryssalid Autopsy<br />
*[[Beserker (EU2012)|Beserker]]<br />
*Beserker Autopsy<br />
*[[Sectopod (EU2012)|Sectopod]]<br />
*[[Cyberdisc (EU2012)|Cyberdisc]]<br />
*[[Floater (EU2012)|Floater]]<br />
*Floater Autopsy<br />
*[[Outsider (EU2012)|Outsider]] <br />
{{ColBreak}}<br />
<br />
=== "Uncategorized" ===<br />
*[[Experimental Warfare (EU2012)|Experimental Warfare]]<br />
*[[Beam Weapons (EU2012)|Beam Weapons]]<br />
<br />
=== "Priority Research" ===<br />
*[[Outsider Shard (EU2012)|Outsider Shard]]<br />
{{EndCol}}<br />
<br />
== Research Credits ==<br />
<br />
Research credits are obtained by interrogating live aliens. Each one reduces the time to complete associated projects by 50%. List of research credits (incomplete).<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Research Credits<br />
|- <br />
! Credit Name !! Applies to !! Interrogated Alien<br />
|- style="vertical-align:top;"<br />
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, <br/>Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid<br />
|-<br />
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton<br />
|-<br />
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater<br />
|-<br />
| Armor Technology || Titan Armor || Berserker<br />
|-<br />
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man<br />
|-<br />
| Psionics || ? || Sectoid Commander<br />
|-<br />
| Weapons Technology || 25% Bonus on all weapon research (on top of any other bonus) || Muton Elite<br />
|-<br />
| All Technology || All? || Ethereal<br />
|}<br />
<br />
== See Also ==<br />
*<br />
*<br />
<br />
== Notes & References ==<br />
*<br />
*<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Robbx213