https://www.ufopaedia.org/api.php?action=feedcontributions&user=Tsunamiatunzen1&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T10:06:00ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Heavy_Plasma&diff=34051Heavy Plasma2011-08-26T02:12:03Z<p>Tsunamiatunzen1: /* Tips */</p>
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<div>The larger cousin of the [[Plasma Rifle]] is a powerful squad support weapon which is nonetheless light enough to be usable by nearly any soldier. It is the most powerful weapon available to X-Com agents short of the [[Blaster Launcher]], plus it has a fast rate of fire and high accuracy.<br />
<br />
This weapon is capable of penetrating a wide variety of terrain features, including most inner UFO walls and doors (See [[Destroying Terrain]] for more info). This property makes it indispensable for certain [[UFO Assault]] tactics, while its clip size of 35 rounds is usually more than sufficient for the typical engagement.<br />
<br />
Researching the Heavy Plasma and its clip allows you to begin the [[Plasma Beam]] and [[Hovertank/Plasma]] projects.<br />
<br />
'''Pros:''' High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game - Just pry them out of dead alien fingers. Its auto and snap fire modes are second only to the [[Plasma Rifle]] in accuracy. However, the Heavy Plasma has a higher accuracy in aimed fire.<br />
<br />
'''Cons:''' Clips count towards 80-item limit. Doesn't have infinite ammo like the [[Laser Rifle]], although 35 shots goes a long way. Clips can be hard to come by in the early part of the game, and require Elerium if manufactured.<br />
<br />
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Sonic Cannon]].<br />
<br />
== Stats ==<br />
<b>Heavy Plasma:</b><br />
<table><tr><td>[[Image:BIGOBS30.GIF|left|64 px]]</td><td><br />
*Size: 3 high x 2 wide<br />
*Weight: 8<br />
*TUs: <br />
**Auto: 35% (Accuracy 50%)<br />
**Snap: 30% (Accuracy 75%)<br />
**Aimed: 60% (Accuracy 110%)<br />
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $122,000 for parts, 1,000 Engineer Hours, 1 Alien Alloy<br />
*Sell Price: $171,600</td></tr></table><br />
<br />
<b>Heavy Plasma Clip:</b><br />
<table><tr><td>[[Image:BIGOBS25.GIF|left|64 px]]</td><td><br />
*Power: 115 Plasma<br />
*Ammo: 35<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $6,000 for parts, 80 Engineer Hours, 3 Elerium<br />
*Sell Price: $9,590</td></tr></table><br />
<br />
== Recommendation ==<br />
As this is practically the be-all-and-end-all general purpose firearm in the game, there is little need to make any real recommendations for its usage as it will fit most of your needs except for its size and lack of unlimited ammo. <br />
<br />
What can be recommended is that you'll eventually get '''PILES''' of these things in storage after a few successful missions. After you've stored what you need on the [[Skyranger]], don't be afraid to sell the entire lot of them as there'll only be more on the way. Feel free to make use of the generous cash injection by investing it in other aspects of saving the world. <br />
<br />
== Usage notes ==<br />
The following lists how many times a soldier can fire the gun by shot type continuously in any given round, and the remaining percentage of any left over TUs that cannot be spent as a shot.<br />
<br />
* Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)<br />
* Snap: 3 Shots, 10% Remaining TUs<br />
* Auto: 2 Bursts (6 Shots), 30% Remaining TUs (enough for 1 Snap shot)<br />
<br />
Note: Soldiers with 51,54,57 TU will be able to fire 3 bursts with 0 TU remaining. <br />
While this might seem a low occurence rate (3 out of 32 possibilities), this means that *rookies* have a 27% chance of firing 3 bursts, since starting TU range is 50-60.<br />
An interesting reason to arm rookies with heavy Plasmas, instead of waiting until they become squaddies to earn the privilege...<br />
<br />
== Tips ==<br />
* Do you desire to wield inhuman power against the invading aliens? This is the weapon for you. It's often able to drop a Muton in a single shot.<br />
* This weapon also comes into its own destroying the internal bulkheads, doors, floors, and ceilings of UFOs. Want a door somewhere that there isn't one? Bring in a Heavy Plasma and make one.<br />
* Weighs the same as a standard [[Rifle]]. Unless you're weighing them down with tons of gear, any soldier should be able to use this effectively.<br />
* Sports the largest clip in the game after the Lasers, and totally outclasses them in terms of damage.<br />
* After about June or July, the aliens will only use this weapon for the remainder of the game, meaning that ammo and guns are plentiful.<br />
* Sells quite well on the market. You'll literally have PILES of them in storage, just waiting to be sold to the highest bidder.<br />
* One area where the [[Laser Rifle]] surpasses the Heavy Plasma is that it can fire off two Aimed Shots, rather than just one, possibly making it a better choice for a sniper when facing against a large number of weaker enemies, such as [[Floater]]s and [[Sectoid]]s, but the lowered accuracy of a Snap Shot is undesirable, For example, [[Terror Mission]]s, which tend to include a large number of targets you'd rather not accidentally hit. (Gas stations, civilians, etc.)<br />
* It is genereally not a good idea to equip all of your troopers with these if you want to bring a lot of miscellaneous equipment such as Psi-amps, grenades, and medi-kits.<br />
<br />
==See also==<br />
{{Equipment (UFO Defense) Navbar}}<br />
[[Category:Equipment (EU)]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Magna-Blast_Grenade&diff=34050Magna-Blast Grenade2011-08-26T01:59:18Z<p>Tsunamiatunzen1: /* Underwater Grenade Physics */</p>
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<div>== General Information ==<br />
<br />
{{Ref Open}}<br />
'''Magna-Blast Grenade Official Entry'''<br />
<p style="text-indent:1em;">''"This standard issue grenade has an accurate and sophisticated timer for precision control."''</p><br />
{{Ref Close | Source: Terror From The Deep Ufopaedia}} <br />
<br />
<br />
{{Infobox open}}<br />
{{Infobox module/ammo<br />
| weapon = Thrown<br />
| ammo = Magna-Blast Grenade<br />
| weight = 3<br />
| height = 1<br />
| width = 1<br />
| damagethreshold =150 High Explosive<br />
| ammoimage = [[Image:Magna-BlastGrenade.gif]]<br />
| damage = 50 High Explosive<br />
| capacity = 1<br />
| saleprice = 240<br />
| research =<br />
| acquisition ={{Purchasing|300}}<br />
}}<br />
{{Infobox module/action<br />
| action = <br />
| cost = '''Action'''<br />
| effect = '''TU Cost'''<br />
}}<br />
{{Infobox module/action<br />
| action = <br />
| cost = Prime Grenade<br />
| effect = 50%<br />
}}<br />
{{Infobox module/action<br />
| action = <br />
| cost = Throw Grenade<br />
| effect = 25%<br />
}}<br />
{{Infobox close}}<br />
{| {{StdCenterTable}} align = "center"<br />
|-<br />
|colspan = "2" {{StdDescTable_Heading}}|'''Key Features'''<br />
|- <br />
|colspan = "2" align="left" valign = "top"| <br />
* Indirect <br />
* Area-Effect<br />
* Timer <br />
|-<br />
|{{StdDescTable_Heading}} width = "50%" |'''Pros''' <br />
|{{StdDescTable_Heading}} width = "50%" |'''Cons'''<br />
|-<br />
| align = "left" valign = "top"|<br />
* Light<br />
* Cheap<br />
* High destruction threshold <br />
| align = "left" valign = "top"|<br />
* Weak<br />
|}<br />
<br />
The Magna-Blast Grenade is X-COM's basic underwater hand grenade. It is, for all intents and purposes, identical to the old [[Grenade]] with the exception of a stronger protective casing. <br />
<br />
The Magna-Blast Grenade is the weakest of the grenades in Terror From The Deep but is relatively cheap to buy and light to carry. It is a good weapon for weak or inaccurate aquanauts to train with. <br />
<br />
A new feature for all grenades in Terror From the Deep are tougher cases that make them invulnerable to explosions that are equal or lesser than their own strength. This introduces a new tactic for grenades that mitigates the Magna-Blast Grenade's weak damage. Multiple grenades can be deployed in succession at the same target. This increases the amount of damage dealt on the same turn. <br />
<br />
This weapon appears in ''[[TFTD|Terror from the Deep]]''. For the ''[[X-COM|UFO: Enemy Unknown]]'' equivalent, refer to the [[Grenade]]. <br />
<br />
For a more detailed explanation on various grenade particulars, such as the grenade timer, refer to: [[Understanding Grenades]]<br />
<br />
<br />
<br />
<br />
==Grenade Statistics==<br />
<br />
* Damage: 50 High Explosive<br />
* Destruction Threshold: 150 High Explosive <br />
* Size: 1h &times; 1w<br />
* Weight: 3<br />
*TUs: <br />
** Priming: 50%<br />
** Throwing: 25% <br />
* Buy Cost: $300<br />
* Sell Cost: $240<br />
<br />
<br />
== Underwater Grenade Physics == <br />
<br />
Magna Blast Grenades and all other grenades in Terror From the Deep do not suffer from water resistance and can be thrown under water as easily as if they were on land. As this completely goes against physics as we know it, this requires some suspension of disbelief. To even attempt to explain it would require a lot of convoluted science fiction physics and a healthy does of 'making stuff up'.<br />
<br />
One theory is that the casing makes it heavy enough that it automatically sinks fast enough while a mini air-propulsion system allows them to direct a 'throw' underwater.<br />
<br />
== Notes ==<br />
<br />
* Magna-Blast grenades are immune to the explosions of other Magna-Blast grenades. <br />
<br />
==See Also==<br />
*[[Understanding Grenades]]<br />
*[[Weapons (TFTD)|Weapons]]<br />
<br />
<br />
{{Equipment (TFTD) Navbar}}<br />
<br />
[[Category:Equipment (TFTD)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Exploiting_Mind_Control&diff=34048Exploiting Mind Control2011-08-25T01:52:03Z<p>Tsunamiatunzen1: /* Resurrect Zombified Agents */</p>
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<div>'''THIS PAGE IS UNDER CONSTRUCTION'''<br />
<br />
=Mind Control Madness=<br />
==Civilian Traitors==<br />
Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens' turn. This is true even if you mind control a [[Civilian]]. <br />
While saving civilians leads to higher scores, "removing" them from play in this way, then killing them off as aliens removes the risk of a score penalty that would result if the civilians were killed by the aliens.<br />
<br />
==Resurrect Zombified Agents==<br />
also known as: '''Permanent Control of a Chryssalid/Tentaculat'''<br />
<br>To 'rescue' your zombified agent you must [[mind control]]/[[molecular control]] its [[zombie]] form, then shoot it to make it hatch. <br />
The chrysallid/tentaculat that just hatched will appear to be hostile, but don't kill it. Next turn, and for the rest of the mission, it will be controlled by you without additional psionic actions. A chryssalid/tentaculat that is under your permanent control still gains experience as if it had never been zombified before this and you can do with it as a normal soldier. However, you may not look at its rank as this causes the game to crash. Sometimes the weapon it has will disappear but this can be solved by going into its inventory and picking it up and putting it back in the hand it was in.<br />
If one of your agents got zombified, and you use this trick, you can 'recover' the agent if the chrysallid/tentaculat version of the soldier survives until the end of the mission. The resurrected agent will be back at base. You don't need to create new armor for a 'rescued' agent even though they have been 'killed'.<br />
<br>If your pet chrysallid/tentaculat happens to get zombified, just repeat the steps to gaining permanent control. This action effectively regenerates your pet's health. <br />
However, each time this happens, you lose morale and the counter for the number of X-Com soldiers lost on that mission increases as if it were a different soldier being killed. <br />
So you may go in with 10 soldiers, but leave with 10 and -5 casualties.<br />
You could use this exploit to turn most of your troops into super soldiers but your morale will suffer so much that your psionic/molecular control troops may panic or go berserk if you push it too far. This could end up with you having very few troops under your control and more aliens that you could shake a stick at after you.<br />
<br>This exploit can also be used when civilians get zombified. And, since the terror units have many TU, they make excellent scouts. You could give your pet alien a weapon, but they have terrible throwing and accuracy skills. They do, however, have incredible reactions which makes them deadly if you post them right at the side of a door to shoot anything that comes through. However, if you give your pet a primed high explosive and send them off to scout, they will drop it when they die resulting in an explosion that kills everything in the area (or at least knocks off a good chunk of their health). Zombified civilians cannot be 'drafted' as new soldiers or replace any soldiers killed during the mission.<br />
<br>IMHO, the BEST use of your pet is to use the Alien Inventory exploit and give it a Stun Rod or a Heavy Plasma with a Stun Rod in it. With it's rather insane TU, it can pretty much run up to and stun or kill anything it can see, assuming it isn't killed in mid-sprint. Alternatively, give it a med-kit, since those use a fixed 10 TU per use, and your pet has a LOT of TU, it can become the best doctor in the game... provided your patient is on the ground and not on top of your ship.<br />
<br />
==My Pet Alien==<br />
Any alien can be your agent's personal escort. Just remember to mind control the alien every turn. When there are large terrorists on a mission, you'll notice that they take up four squares. Each square has its own stats. If you mind control one quadrant, the other three quadrants still stay under alien control. <br />
If you move the large alien, there is a good chance that it will SHOOT ITSELF (if it can) via reaction fire! If the large alien does not shoot itself, you can use up its TU to fire on hostiles, or use it to scout. Once the TU are used up, mind control another quadrant to keep using this alien. You can do this four times. <br />
<br>Alternatively, you can target the other quadrants of the alien and make the terror unit shoot itself. This is a worthwhile tactic to use on Cyberdiscs and Sectopods. <br />
Cyberdiscs explode on death, while the Sectopod has a Laser Auto Shot which can dish out a maximum of 300 points of damage each shot.<br />
<br />
The best use of mind control: scout. If you see someone holding a [[Blaster Launcher]], mind control it and fire, then drop the weapon, rendering a bunch of aliens dead and one harmless if you're lucky.<br />
<br />
==Access the Alien Inventory Screen==<br />
When an alien is mind controlled, you can't directly see their inventory by clicking the inventory button. However, if you switch to a human soldier, and check their inventory, you can use the arrows in the top corner to cycle through '''all''' units.<br />
<br />
<br>'''WARNING''' There is a critical bug which is connected to this exploit. Read about it here: [[Known_Bugs#Alien_Inventory_Stacking_Bug| Alien Inventory Stacking Bug]]<br />
<br />
<br> Use this exploit to change their inventory. You can give them weapons (eg: for [[Reaction Training]]), live grenades, or anything else. Remember to mind control them each turn if you use them as mules.<br />
<br />
==Exponential Mind Control==<br />
Any creature with psionic skill can use a [[Psi-Amp|psionic amplifier]]. <br />
Therefore, you can take control of (e.g.) an Ethereal and then toss it a psi-amp, use the [[Exploits#Access_the_Alien_Inventory_Screen|alien inventory exploit]], and have him pick it up. <br />
Then you can use the Ethereal's psionic talents to take over other aliens. With the right application of psi-amp relay tosses and mind control, this can have an exponential effect of complete control of all the aliens in the very first turn.<br />
<br />
It is even easier to use several high-level Psi troops (80+ Psi Strength & Skill), each with their own Psi-Amp, to create chains of aliens extending across the entire map; each new alien discovered and controlled becomes the forwardmost scout while your troops remain safely at the back of the chain (or even in the transport). <br />
This is easily the single most imbalancing tactic in the game, short of hacking the game files.<br />
<br />
==Zombie's Permanent Control of Aliens via Stunning==<br />
<ol><br />
<li> Mindcontrol any 1x1-sized alien, except Zombies (as these can't be awakened once unconscious).</li><br />
<li> Stun that alien. Stun Bombs from the Small Launcher are the preferred method, because the stun rod depends on alien status to function. (On Windows Version, you can´t use the Stun Rod on friendly units).</li><br />
<li> Revive the alien. You can either wait until the alien recovers on it's own, or use stimulant shots from a Medi-Kit to speed things along.</li><br />
<li> Wait until the start of your next round. After the alien wakes up, it will appear as alien, but this lasts just for your present turn.</li><br />
</ol><br />
<br />
That's it, the alien should now be under permanent X-COM control. You can do anything with an X-COM alien as you can with a normal soldier: Directly access the aliens inventory screen without scrolling through all your guys first. <br />
Arm it and send it in as a advance scout into UFOs. In all practicality, they are yours to do with as you please.</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Chryssalid&diff=34047Chryssalid2011-08-25T01:50:51Z<p>Tsunamiatunzen1: /* Zombification */</p>
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<div>[[Image:chryssalid.gif|right|Chryssalid]]<br />
'''Chryssalids''' are an alien [[Terror Units|Terror Unit]] accompanying [[Snakeman|Snakemen]]. <br />
<br />
Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a [[Zombie]]) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher [[Ethereal]]s.<br />
<br />
<br />
<br />
==Statistics==<br />
'''TUs:''' 110-127<br />
'''Health:''' 96<br />
'''Energy:''' 140-162<br />
'''Reactions:''' 70-86<br />
'''Strength:''' 110-118<br />
'''Bravery:''' 100<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 50-69<br />
<br />
'''Damage:''' 110-118<br />
'''Damage Type:''' <i>???</i><br />
'''Close Combat Accuracy:''' 80%<br />
'''TUs:''' 15* (See Discussion page)<br />
<br />
==Live Specimen==<br />
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking [[Zombie]]. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.<br />
<br />
==Autopsy==<br />
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]<br />
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective [[Terror Mission|terror weapon]].<br />
<br />
<br>''[ [[User:NKF|NKF]]: Note, the above is taken directly from the game [[UFOpaedia]]. Technically, the comment about the vulnerability to explosives is only true when the Chryssalid is unconscious. Chryssalids, in fact, take normal damage from Explosives. To confirm this, refer to the [[Damage#Damage Modifiers | Damage Modifiers]].<br><br>With the [[Auto-Cannon|Auto]] or [[Heavy Cannon|Heavy]] Cannon, Chryssalids are more likely to get knocked unconscious with HE rounds while AP rounds often kills them. Make it habit of examining the corpse before moving on if you haven't destroyed the corpse outright. ] ''<br />
<br clear="all"><br />
<br />
<br>''[ [[User:Tsunamiatunzen1|Tsunamiatunzen1]]: The entry about the twenty eggs isn't true either. Although this doesn't do you much good since twenty zombies is enough to make the rest of your squad go berserk and at least one or two of your former soldiers would have certainly become a new chryssalid by then.<br />
<br />
==Notes==<br />
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn! But sometimes the Chryssalid will pop out of a building, run a few tiles, take a look at your soldiers, and the pop back into the cover it had before. This makes them susceptible to reaction fire since they do this several times, as long as you don't move up any further to get a better angle.<br />
*They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.<br />
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. <br />
*[[Unconscious]] Chryssalids are as vulnerable to ordinary Grenades as any other object (which is a good thing, seeing that leaving stunned Chryssalids alive is generally a bad idea unless you can stun them again in case they get up). <br />
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs. This works too if you just sit on the next level the stairs are on and block the way up since a Chryssalid is considered to still be on the bottom level. Sitting at the top of Transport aircraft ramps works too.<br />
*If you're afraid of a Chryssalid popping out of a corner while you're assaulting a base or a big UFO, place yourself below or above the Chryssalid's level and then pop out and blast it on your next turn.<br />
*If you find a lone Chryssalid in your area and you're still using human rifles or laser pistols, you'll have to do the unthinkable, get in its face and unload the entire clip into it! It's probably not going to die even from point-blank full-auto Rifle fire, but it's sure better than shooting wildly and missing or waiting for a reaction shot that never comes.<br />
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them. The HWP may survive the attack but will have a serious damage.<br />
*Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them. A flying suited soldier can potentially distract a Chryssalid to an extent since a Chryssalid next to a flying soldier will stare angrily at it as long as there aren't any other ground units running amok nearby.<br />
*Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. <br />
*AP works but you may want to skip the rifles and go straight to Heavy Cannon or Autocannons. Human weapons don't work very well unless it's a rocket launcher or something stronger than a laser pistol. Laser Rifles are reasonably effective as long as you have about 2 soldiers firing at each Chryssalid.<br />
*All-round armour means Chryssalids are relatively quite HE-resistant, unless the Chryssalid was spawned from a Zombie that had its under armour damaged (this carries over to the Chryssalid form). Making it a good idea to kill Zombies with ground-zero explosions. <br />
*A horrible way to meet one is shooting a Zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and sprints at you, turning your squad into more zombies. <br />
*The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.<br />
*Usually Chryssalids are unarmed, so they're sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late. <br />
*If one of your soldiers was Zombified alive, and so didn't drop all its weapons, the resulting Zombie and Chryssalid will reaction fire at you aggressively (if inaccurately).<br />
*Listen during the alien turn closely. Chryssalids howl when they spot a target. <br />
<br />
<br />
As with all terror units, they can be encountered in the following mission types:<br />
* [[Terror Mission]]<br />
* [[Base Defense]]<br />
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])<br />
* [[Alien Base Assault]]<br />
* [[Cydonia]]<br />
<br />
==Zombification==<br />
<br />
If a human unit (or Chryssalid under permanent control) is ATTACKED by a Chryssalid - Even once - It will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including DEATH.<br />
<br />
Zombification occurs at the END of a Chryssalid's series of attacks on that particular opponent. So, even though only 1 attack is sufficient for zombification, a Chryssalid will keep attacking the same target that it begins attacking, until it dies, is stunned, or they run out of TU.<br />
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just 1 hit, so a single Chryssalid will often run up to soldier A, kill and Zombify him, run to soldier B, kill and Zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it's target, often not leaving it enough TU to go after a fresh target.<br />
<br />
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop it's weapons in the usual way before "resurrecting" as a Zombie. Regardless however there'll be no corpse left behind.<br />
<br />
The 2nd case, Zombification without death, being "Zombified alive", is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).<br />
<br />
This scenario usually occurs in the case of a Chryssalid which has been reduced to critically low Health, and will very often be a Chryssalid that was previously knocked unconscious by bonus stun damage from conventional weapon fire. This is because Chryssalid melee accuracy is affected by Health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing Zombification.<br />
<br />
The 3rd option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.<br />
<br />
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will always have their core stats, unadjusted by difficulty level. In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.<br />
'''However''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units. This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids! So if you're playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!<br />
<br />
Any damage done to the Zombie's armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn't matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.<br />
<br />
Zombies created during (for example) Alien Turn 3 will only be able to move and attack during (for example) Alien Turn 4.<br />
<br />
As noted under [[Zombie]], Zombie research teams under controlled conditions have never seen a spontaneous Chryssalid hatching while the Zombie is still mobile and unharmed. <br />
So although the Zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chryssalid immediately afterwards. Run away until you can bring to bear enough firepower to deal with both the Zombie and the Chryssalid.<br />
<br />
Chryssalids left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.<br />
<br />
However, the newly raised civilian zombies, as well as the accompanying snakemen, tend to attack first before the chryssalid so there tend to be quite a few deaths before another zombie comes into play. So now the question is, death by plasma, strangling, and/or zombiefication or death by bullets, lasers, and explosives?<br />
<br />
==See Also==<br />
*[[Tentaculat]]<br />
*[[Data Canister: Chryssalid]]<br />
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]<br />
<br />
<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Silacoid&diff=34046Silacoid2011-08-25T01:38:00Z<p>Tsunamiatunzen1: /* Miscellaneous Notes */</p>
<hr />
<div>[[Image:silacoid.gif|right|Silacoid]]<br />
Silacoids are an alien [[Terror Units|terror unit]] accompanying [[Muton]]s along with [[Celatid]]s. As with all terror units, they can be encountered on [[Terror Mission]]s, [[Base Defense]], with a [[Terror ship|Terror Ship]] or [[Battleship]], on [[Alien Base Assault]]s, and finally on [[Cydonia]].<br />
<br />
Silacoids are the least dangerous alien of any in the game: they cannot make ranged attacks and are slow enough to be easily outrun. Their heavy armor makes them hard to damage without at least a Laser Rifle (although they are also vulnerable to any form of explosive attack). They are furthermore totally immune to fire. All of these qualities makes them the perfect alien on which to train your troops' Firing Accuracy and Reactions.<br />
<br />
==Statistics==<br />
'''TUs:''' 40-46<br />
'''Health:''' 114<br />
'''Energy:''' 80-92<br />
'''Reactions:''' 40-49<br />
'''Strength:''' 70-75<br />
'''Bravery:''' 100<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 80-92<br />
<br />
'''Damage:''' 70-75<br />
'''Close Combat Accuracy:''' 92%<br />
'''TUs:''' 15<br />
<br />
==Live Specimen==<br />
This silicon based life form generates an enormous amount of heat. It has the strength to crush rocks which can then be ingested by the hot core. It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the [[Muton]] alien race.<br />
<br />
==Autopsy==<br />
[[Image:silacoidautopsy.gif|right|Silacoid - Autopsy]]<br />
The core of the creature is extremely hot, and seems to be the basis for a digestive system. Its unique muscle system has tremendous power and speed. Its rock like skin is not harmed by fire or incendiary ammunition.<br />
<br />
==Reactions Training==<br />
Silacoids are perfect for [[Reactions Training]]; they will not "freeze" like disarmed humanoid aliens will, and will trigger reaction shots from even your slowest soldiers (30 Reactions). Flying troops are completely safe from Silacoids and ground troops can still outrun them (stay at least 8 squares away at all times). If that weren't enough, they are completely immune to fire, which means you can train several troops on one Silacoid using multiple [[Auto-Cannon|AC-I]] clips (11 shots per soldier gives the maximum possible benefit). Their high armor (50 points in most locations) makes them quite resistant to other weak weapons as well (but don't use HE ammo). Note that your soldiers will ''not'' gain firing accuracy while using IN rounds, only their reaction levels may improve.<br />
<br />
==Miscellaneous Notes==<br />
* The Silacoid's hit does 1.2x damage to unarmoured soldiers and [[civilian]]s.<br />
* It does 0.9x damage to tanks and hovertanks.<br />
* Silacoids take ''no'' damage at all from fire or incendiary weapons.<br />
* They take 1.3x damage from explosives.<br />
* Silacoids are very small (10 [[height]]), making them hard to hit "by accident", although this does not affect normal [[accuracy formula|firing accuracy]].<br />
* If next to its target, a Silacoid can attack 2 times in one turn (3 times on Superhuman difficulty).<br />
* Silacoids burn the ground when they move; watch for tell-tale signs of their presence by the burn trails they leave behind on the battlefield.<br />
* You cannot hit a Silacoid with a Blaster Launcher if you fire it on the same plane that it's on. You must make the Blaster Bomb hit it from above so that it hits the ground or the Silacoid itself, hit a nearby obstacle, or hit a taller unit.<br />
<br />
==See Also==<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Psi-Amp&diff=34045Psi-Amp2011-08-25T01:28:02Z<p>Tsunamiatunzen1: /* How To Use */</p>
<hr />
<div>The Psi-Amp, or Psionic Amplifier, is device that allows X-COM soldiers to access and make use of the same psionic powers that are available to [[Ethereal]]s and high ranking [[Sectoid]]s. Unlike the [[Mind Probe]], the Psi-Amp can only be used by soldiers with [[Psionic Skill]].<br />
<br />
The amplifier allows soldiers to attack enemies with two types of mental attacks. Panic and Mind Control. Panic, the easiest of the two attacks, saps a unit's morale, and puts it in a prime position to panic or go berserk. Panic attacks are an efficient means of training Psi Skill. <br />
<br />
Mind control takes direct control over the target's actions, but is very difficult to perform until some skill is built up. <br />
<br />
The range of the amplifier covers the entire field and does not require line of sight between user and target in order to operate. However, targets for the amp must be sighted (by any friendly unit) before they can be attacked.<br />
<br />
The prerequisite for researching the Psi-Amp is the [[Psionic Laboratory|Psi-Lab]].<br />
<br />
This item appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[M.C. Disruptor]].<br />
<br />
== Stats ==<br />
<table><tr><td>[[Image:BIGOBS33.GIF|left|64 px]]</td><td><br />
*Size: 3 high x 1 wide<br />
*Weight: 10<br />
*TUs: <br />
**25 TUs per use.<br />
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $160,000 for parts, 500 Engineer Hours, 1 Elerium<br />
*Sell Price: $194,700</td></tr></table><br />
<br />
== How To Use ==<br />
During combat, click on the Psi-Amp, select the type of attack, and select a target unit with the cursor.<br />
<br />
There are two types of psionic attack:<br />
<br />
; PANIC UNIT : If the attack is successful it will reduce the target's morale and may cause it to panic. <br />
; MIND CONTROL : If this is successful, then you will gain immediate control of the enemy unit as if it was one of your own units (except that you cannot directly access the object screen). It is more difficult to control an alien than to panic it, but soldiers with high Psi Skill (say 60 or more) and Strength can capture many additional "soldiers" during a mission. See [[Psionics]] for the specific formulas.<br />
<br />
Unlike other combat actions, failure with any of the above attacks will still count towards experience. <br />
<br />
Note: if you mind control a large unit, such as a [[Cyberdisc]], be sure to get all four quarters of the unit under control. <br />
If not, once moved, the Cyberdisc may shoot the 'Alien' quarters of itself because of its high reaction stat. <br />
Other large aliens (such as the [[Sectopod]]) do the same, but the [[Cyberdisc]] is deadly because of its explosive nature. Melee aliens like the [[Reaper]] will not attack themselves.<br />
<br />
Additional Note on large units: An alternative, if you're lucky, is to Mind Control only 1 square of the unit, move as much as possible, Mind Control another square, move as much as possible, and repeat. This makes the unit a very effective scout but it tends to be self-destructive if it can shoot. The large aliens are actually 4 units moving at the same time so you can actually make the alien move in 2 directions without incurring Reaction Fire so long as you keep the piece(s) out of the other piece(s) line of sight since they will look the same direction as your Mind Controlled piece. You can also avoid reaction fire by making sure it doesn't have enough TU's to fire on your Mind Controlled piece(s) since the Alien-Controlled piece(s) have the same TU's you have at the moment. Ex.: Sectopod piece has 8 TU's left to move with. Other pieces can't shoot since they take more TU's than the ones currently available.<br />
<br />
== See Also ==<br />
*[[Psionic Laboratory|Psi-Lab]]<br />
*[[Psionics]]<br />
*[[Psionic Skill]]<br />
*[[Psionic Strength]]<br />
<br />
<br />
{{Equipment (UFO Defense) Navbar}}<br />
[[Category:Equipment (EU)]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Rocket_Launcher&diff=34044Rocket Launcher2011-08-24T23:50:33Z<p>Tsunamiatunzen1: /* Versus Cyberdiscs */</p>
<hr />
<div>The rocket launcher is slow, heavy, and has limited ammunition. It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]]. What's not to like?<br />
<br />
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]]. But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.<br />
<br />
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Torpedo Launcher]].<br />
<br />
== Stats ==<br />
<b>Rocket Launcher:</b><br />
<table><tr><td>[[Image:BIGOBS15.GIF|left|64 px]]</td><td><br />
*Size: 3 high x 2 wide<br />
*Weight: 10<br />
*TUs: <br />
**Snap: 45% (Accuracy 55%)<br />
**Aimed: 75% (Accuracy 115%)<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000<br />
*Sell Price: $3,000</td></tr></table><br />
<br />
<table style="border:1px gray solid;"><tr style="border:1px gray solid;"><td style="border:1px gray solid;"><br />
<b>Small Rocket:</b><br />
<table><tr><td>[[Image:BIGOBS16.GIF|left|64 px]]</td><td><br />
*Power: 75 HE<br />
*Size: 3 high x 1 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600<br />
*Sell Price: $480</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>Large Rocket:</b><br />
<table><tr><td>[[Image:BIGOBS17.GIF|left|64 px]]</td><td><br />
*Power: 100 HE<br />
*Size: 3 high x 1 wide<br />
*Weight: 8<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900<br />
*Sell Price: $720</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>Incendiary Rocket:</b><br />
<table><tr><td>[[Image:BIGOBS18.GIF|left|64 px]]</td><td><br />
*Power: 90 [[#Incendiary|IN<sup>*</sup>]]<br />
*Size: 3 high x 1 wide<br />
*Weight: 8<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200<br />
*Sell Price: $960</td></tr></table><br />
</table><br />
<br />
<br />
The rocket launcher can only be fired once per round. Although two snap shots would technically use up only 90% of a soldier's TUs, an additional 15 TUs must be spent reloading the weapon between shots.<br />
<br />
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].<br />
<br />
<div id="Incendiary"></div>'''Note on incendiary rounds:'''<br />
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.<br />
<br />
==Ammunition==<br />
There are three rocket types. The launcher may only be loaded with one rocket at a time.<br />
<br />
: '''Small rockets''' do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius. They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below. Small rockets have a blast radius of 4 tiles (diameter 9), dealing as much as 52 points of damage at the outer edge.<br />
<br />
: '''Large rockets''' are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well. The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever's inside, making most terrain a cinch to sweep and secure. Large rockets have a blast radius of 6 tiles (diameter 13), dealing as much as 60 points of damage at the outer edge.<br />
<br />
: '''Incendiary rockets''', like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses. The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective. Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect. Incendiary rockets create a fire with a radius of 6 tiles (diameter 13), and do negligible immediate damage everywhere within the blast.<br />
<br />
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook. Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]). Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].<br />
<br />
== Tips ==<br />
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].<br />
<br />
===Terrain-clearing===<br />
The ideal terrain for fighting aliens is completely level and open. Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).<br />
<br />
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you. Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.<br />
<br />
Solution: Blow the building up. Blow every building up. Every warehouse, every barn, every shed, every orchard, every thicket. Alien inside? Not for long. Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor. Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.<br />
<br />
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake. Remember that your soldiers' lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.<br />
<br />
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building. The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts. By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength. More bang for your buck.<br />
<br />
=== Indirect fire ===<br />
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen. This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.<br />
<br />
Thankfully, most aliens have a nearby structure beside them at all times: the ground. Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen. This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.<br />
<br />
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire. It also makes it easier to shoot past ground-level obstacles. A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.<br />
<br />
=== Safety first ===<br />
Although not as dangerous as a stray Blaster Bomb, a badly placed large <br />
rocket can still kill several of your troops, even armoured ones. Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first. Shots that might wing other troopers are especially dangerous. It is for this reason that it is best to have your rocketeers near the front of the craft. Have them level nearby buildings before bringing the rest of your squad out. <br />
<br />
Rocket reaction fire can be unpredictable and deadly. All reaction fire is direct-aim snap fire, which is likely to miss, and the game's AI doesn't care if there's a nearby obstacle (or other soldiers) in the way. You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.<br />
<br />
Rocketeers are, surprisingly, a viable choice for scouts. You want to position them away from other troops for safety reasons, and if they don't have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.<br />
<br />
Damage from HE explosions is confined to a single vertical level. This means it is usually safe to target the upper level of a building even if you are standing right next to it. But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.<br />
<br />
=== Weapon weight ===<br />
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game. The launcher weighs 10 and four large rockets weigh 8 each, totaling 42. Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of a few TUs to [[Time_Units#Encumbrance|overburden]].<br />
<br />
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM's equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted. This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34. You are likely to have a couple of soldiers this strong even in your first batch of rookies. Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.<br />
<br />
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.<br />
<br />
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire. A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37. After drawing the pistol, you don't even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.<br />
<br />
Some players like to use ammo bearers to split up the weight of the launcher and its ammo. Given the "free load" bug, you are probably better off bringing an extra full rocketeer into combat. There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.<br />
<br />
=== To aim or not to aim ===<br />
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial "broad side of a barn" -- you can get away with using snap shots. This allows you to move, fire, and reload all in one turn.<br />
<br />
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots. If you have the TUs, you should kneel as well.<br />
<br />
=== Versus Cyberdiscs ===<br />
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission. A large rocket blast can also deactivate the Cyberdisc's Self-Destruct sequence if you want to minimize the damage but a blaster bomb blast deactivates it every time. However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating. The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning. This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].<br />
<br />
=== Rockets and smoke ===<br />
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops. Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud. This can potentially save the life of a scout facing an alien where the usual options -- attack or retreat -- are not available.<br />
<br />
Smoke will only be generated when a terrain object has been damaged -- a blast inside a UFO, for instance, will generate little if any smoke.<br />
<br />
The total amount of smoke that can be arranged on the battlefield is quite limited -- about three large rockets or three smoke grenades' worth (unless the game is patched, e.g. by Seb76's UFOExtender). If you make heavy use of rockets, it can take 10 or more turns before any new smoke can be added to the battlefield. Any tiles on fire also eat into the same limited pool of available smoke-or-fire tiles.<br />
<br />
=== Object destruction ===<br />
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed. To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment. Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.<br />
<br />
==See also==<br />
{{Equipment (UFO Defense) Navbar}}<br />
[[Category:Equipment (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Rocket_Launcher&diff=34043Rocket Launcher2011-08-24T23:49:00Z<p>Tsunamiatunzen1: /* Versus Cyberdiscs */</p>
<hr />
<div>The rocket launcher is slow, heavy, and has limited ammunition. It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]]. What's not to like?<br />
<br />
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]]. But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.<br />
<br />
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Torpedo Launcher]].<br />
<br />
== Stats ==<br />
<b>Rocket Launcher:</b><br />
<table><tr><td>[[Image:BIGOBS15.GIF|left|64 px]]</td><td><br />
*Size: 3 high x 2 wide<br />
*Weight: 10<br />
*TUs: <br />
**Snap: 45% (Accuracy 55%)<br />
**Aimed: 75% (Accuracy 115%)<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000<br />
*Sell Price: $3,000</td></tr></table><br />
<br />
<table style="border:1px gray solid;"><tr style="border:1px gray solid;"><td style="border:1px gray solid;"><br />
<b>Small Rocket:</b><br />
<table><tr><td>[[Image:BIGOBS16.GIF|left|64 px]]</td><td><br />
*Power: 75 HE<br />
*Size: 3 high x 1 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600<br />
*Sell Price: $480</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>Large Rocket:</b><br />
<table><tr><td>[[Image:BIGOBS17.GIF|left|64 px]]</td><td><br />
*Power: 100 HE<br />
*Size: 3 high x 1 wide<br />
*Weight: 8<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900<br />
*Sell Price: $720</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>Incendiary Rocket:</b><br />
<table><tr><td>[[Image:BIGOBS18.GIF|left|64 px]]</td><td><br />
*Power: 90 [[#Incendiary|IN<sup>*</sup>]]<br />
*Size: 3 high x 1 wide<br />
*Weight: 8<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200<br />
*Sell Price: $960</td></tr></table><br />
</table><br />
<br />
<br />
The rocket launcher can only be fired once per round. Although two snap shots would technically use up only 90% of a soldier's TUs, an additional 15 TUs must be spent reloading the weapon between shots.<br />
<br />
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].<br />
<br />
<div id="Incendiary"></div>'''Note on incendiary rounds:'''<br />
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.<br />
<br />
==Ammunition==<br />
There are three rocket types. The launcher may only be loaded with one rocket at a time.<br />
<br />
: '''Small rockets''' do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius. They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below. Small rockets have a blast radius of 4 tiles (diameter 9), dealing as much as 52 points of damage at the outer edge.<br />
<br />
: '''Large rockets''' are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well. The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever's inside, making most terrain a cinch to sweep and secure. Large rockets have a blast radius of 6 tiles (diameter 13), dealing as much as 60 points of damage at the outer edge.<br />
<br />
: '''Incendiary rockets''', like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses. The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective. Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect. Incendiary rockets create a fire with a radius of 6 tiles (diameter 13), and do negligible immediate damage everywhere within the blast.<br />
<br />
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook. Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]). Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].<br />
<br />
== Tips ==<br />
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].<br />
<br />
===Terrain-clearing===<br />
The ideal terrain for fighting aliens is completely level and open. Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).<br />
<br />
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you. Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.<br />
<br />
Solution: Blow the building up. Blow every building up. Every warehouse, every barn, every shed, every orchard, every thicket. Alien inside? Not for long. Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor. Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.<br />
<br />
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake. Remember that your soldiers' lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.<br />
<br />
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building. The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts. By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength. More bang for your buck.<br />
<br />
=== Indirect fire ===<br />
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen. This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.<br />
<br />
Thankfully, most aliens have a nearby structure beside them at all times: the ground. Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen. This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.<br />
<br />
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire. It also makes it easier to shoot past ground-level obstacles. A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.<br />
<br />
=== Safety first ===<br />
Although not as dangerous as a stray Blaster Bomb, a badly placed large <br />
rocket can still kill several of your troops, even armoured ones. Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first. Shots that might wing other troopers are especially dangerous. It is for this reason that it is best to have your rocketeers near the front of the craft. Have them level nearby buildings before bringing the rest of your squad out. <br />
<br />
Rocket reaction fire can be unpredictable and deadly. All reaction fire is direct-aim snap fire, which is likely to miss, and the game's AI doesn't care if there's a nearby obstacle (or other soldiers) in the way. You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.<br />
<br />
Rocketeers are, surprisingly, a viable choice for scouts. You want to position them away from other troops for safety reasons, and if they don't have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.<br />
<br />
Damage from HE explosions is confined to a single vertical level. This means it is usually safe to target the upper level of a building even if you are standing right next to it. But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.<br />
<br />
=== Weapon weight ===<br />
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game. The launcher weighs 10 and four large rockets weigh 8 each, totaling 42. Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of a few TUs to [[Time_Units#Encumbrance|overburden]].<br />
<br />
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM's equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted. This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34. You are likely to have a couple of soldiers this strong even in your first batch of rookies. Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.<br />
<br />
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.<br />
<br />
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire. A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37. After drawing the pistol, you don't even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.<br />
<br />
Some players like to use ammo bearers to split up the weight of the launcher and its ammo. Given the "free load" bug, you are probably better off bringing an extra full rocketeer into combat. There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.<br />
<br />
=== To aim or not to aim ===<br />
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial "broad side of a barn" -- you can get away with using snap shots. This allows you to move, fire, and reload all in one turn.<br />
<br />
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots. If you have the TUs, you should kneel as well.<br />
<br />
=== Versus Cyberdiscs ===<br />
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission as the rocket blast can deactivate the Cyberdisc's Self-Destruct sequence if you want to minimize the damage. However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating. The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning. This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].<br />
<br />
=== Rockets and smoke ===<br />
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops. Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud. This can potentially save the life of a scout facing an alien where the usual options -- attack or retreat -- are not available.<br />
<br />
Smoke will only be generated when a terrain object has been damaged -- a blast inside a UFO, for instance, will generate little if any smoke.<br />
<br />
The total amount of smoke that can be arranged on the battlefield is quite limited -- about three large rockets or three smoke grenades' worth (unless the game is patched, e.g. by Seb76's UFOExtender). If you make heavy use of rockets, it can take 10 or more turns before any new smoke can be added to the battlefield. Any tiles on fire also eat into the same limited pool of available smoke-or-fire tiles.<br />
<br />
=== Object destruction ===<br />
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed. To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment. Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.<br />
<br />
==See also==<br />
{{Equipment (UFO Defense) Navbar}}<br />
[[Category:Equipment (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Cyberdisc&diff=30957Cyberdisc2010-09-27T04:48:19Z<p>Tsunamiatunzen1: /* Autopsy */</p>
<hr />
<div>[[Image:cyberdisc.gif|right|Cyberdisc]]<br />
'''Cyberdiscs''' are an alien [[Terror Units|terror unit]] accompanying [[Sectoid]]s. As with all terror units, they can be encountered on [[Terror Mission]]s, [[Base Defense]], with a [[Terror ship|Terror Ship]] or [[Battleship]], [[Alien Base Assault]]s and finally in [[Cydonia]].<br />
<br />
The Cyberdisc's only means of attack is its plasma beam doing an impressive 130HP damage. The Cyberdisc has another characteristic which makes it rather deadly, and that is, it can explode upon death with an average GZ strength of 120 and damage radius of 7 (diameter 15). Upon targeting a Cyberdisc, be wary of this blast radius as your soldiers, or perhaps a wandering [[Civilian]], could find themselves in a world of hurts.<br />
<br />
==Statistics==<br />
'''TUs:''' 62-71<br />
'''Health:''' 120<br />
'''Energy:''' 90-104<br />
'''Reactions:''' 64-79<br />
'''Strength:''' 90-97<br />
'''Bravery:''' 110<br />
'''Firing Accuracy:''' 30-70<br />
'''Throwing Accuracy:''' N/A<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 100-116<br />
<br />
'''Damage:''' 130<br />
'''TUs-'''<br />
'''Snap:''' 30% (Accuracy 75%)<br />
'''Aimed:''' 60% (Accuracy 110%)<br />
<br />
==Live Specimen==<br />
( Note: it is not possible to capture one, the only way to get this report is to get it from a captured [[medic]].)<br />
This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the [[Sectoid]] race.<br />
<br />
==Autopsy==<br />
[[Image:cyberdiscautopsy.gif|right|Cyberdisc - Autopsy]]<br />
The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning.<br />
<br />
Note: you may have difficulty getting an intact corpse because of its explosive nature. Shoot the Cyberdisc to kill it when its one level above the ground, it drops down to ground level, hits the ground and becomes a corpse, THEN the explosion goes off where it was just hovering: ie: at one level off the ground. Guaranteed works if corpse falls flat. Or you could just stun it with a Stun Rod and bypass the explosive characteristic altogether (Stun Bombs set off the self-destruct).<br clear="all"> Another way to get a cyberdisc corpse is to shoot it with an explosive weapon, or get lucky with a grenade, to kill it. This negates the usual explosion and keeps the corpse since it was there AFTER the explosion.<br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Cyberdisc:<br />
* The Cyberdisc takes 0.8x damage from armour-piercing weapons.<br />
* It takes 0.6x damage from high explosives.<br />
* It has a flat profile (smaller than a Sectoid), making for a harder target (per square).<br />
* Takes up 4 squares on the battlescape.<br />
* Is the Sectoid's equivalent of a HWP. It has very high health, [[Psionic Strength]], and bravery, making it tough to disable. <br />
* Unlike human HWPs, it has very high reactions and firing accuracy. This, combined with its powerful plasma shot, make it capable of one-hit killing many targets.<br />
* Can attack up to 3 times in one turn. It fires with such frequency that many commanders have mistaken it for an auto-shot. If a one-hit kill fails, 3 hits from this has a VERY good chance of killing.<br />
*On any mission where the Sectoids have their Cyberdisc terror unit, they will also have a Leader capable of [[Psionics]]. <br />
**However, not all missions with Sectoid Psionics will have Cyberdiscs.<br />
* Take this hovering manhole cover down with (in this order): High Explosive packs, Laser Rifles, Heavy Rockets, Tank Rockets, Heavy Lasers, Alien Grenades, Laser Pistols, or Tank Cannon. Heavy Cannon (AP only) can be used but you will need the massed fire of half a full squad for a whole turn to bring down just one disc. Forget standard Rifles or Pistols - they're just too tough. HE rounds (Heavy Cannon or Auto Cannon) and regular Grenades (even Proximity mines) are almost totally ineffective. Of course, once you have Plasma weapons, things start to look up. <br />
* If two Cyberdiscs are close together, the self-destruct explosion from one may be enough to bring down the second. Mutually Assured Destruction (or MAD for short) is a great way to kill these creatures without using advanced weaponry. If you have psionics, MC one quarter of the unit then send it within line of sight of the closest Sectoid. Usually the Sectoid will reaction fire and kill the Cyberdisc and the resulting explosion will kill the Sectoid too. Even the act of firing on the Cyberdisc with its own weapon may precipitate reaction fire from nearby Sectoids, thus assuring that if the initial shot didn't do enough damage to kill, the reaction fire should.<br />
* Although they cannot be captured, Cyberdiscs take damage from [[Stun Rod]]s and [[Stun Bomb]]s and will not explode if they are finished by one. This is very useful if a Cyberdisc spawns in the small storage room (1st floor right north of the central lift) on a battleship ground assault mission or a Terror Ship (the overlooks on L1 are notorious for this). What otherwise might make it necessary to sacrifice some soldiers to kill it, this at least gives your men a chance. In fact, out of the starting weapons, the Stun Rod is the most effective vs Cyberdiscs - if you can get close enough.<br />
* Because of its large size, Cyberdiscs take roughly quadruple damage from explosive weapons; rather, they take damage once for every segment caught in the blast. This is another way to take down stuck or camping Cyberdiscs without losing men. But because of their strong armour and high resistance to HE, this is only effective with very powerful explosives (Blaster Bomb, HE Pack, Heavy Rocket, Alien Grenade).<br />
* You might try fighting armoured vehicles with armoured vehicles. <br />
**Standard Cannon tanks have limited effectiveness against Cyberdiscs (midway between Heavy Rockets and HC-AP), but have the ammo to keep slugging away for a relatively long time. <br />
**Rocket-armed tanks are initally more effective, but very soon run out of ammo. And 4 soldiers with Rocket launchers are about 4 times as destructive as the Rocket tank (though with limited ammo the soldiers will likely run out of ammo twice as quickly even than the tank). <br />
**Laser tanks are even better - but 4 soldiers with Laser Rifles are about 3 times as destructive as one Laser tank. <br />
**Unfortunately, until you get the more heavily armoured and better gunned hovertanks, using tanks against Cyberdiscs is improvisation, not a battle-winning tactic.<br />
<br />
==See Also==<br />
*[[Bio-Drone]]<br />
*[[Mind Control#Mind controlling 4-square units - a bug|Problems with mind control]]<br />
<br />
<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Chryssalid&diff=30956Chryssalid2010-09-27T04:24:53Z<p>Tsunamiatunzen1: /* Notes */</p>
<hr />
<div>[[Image:chryssalid.gif|right|Chryssalid]]<br />
'''Chryssalids''' are an alien [[Terror Units|Terror Unit]] accompanying [[Snakeman|Snakemen]]. <br />
<br />
Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a [[Zombie]]) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher [[Ethereal]]s.<br />
<br />
==General Information==<br />
Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. AP works but you may want to skip the rifles and go straight to Autocannons or better. Human weapons don't work very well unless it's a rocket launcher or something stronger than a laser pistol.<br />
<br />
A HORRIBLE way to meet one is shooting a zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into more zombies. The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.<br />
<br />
Usually Chryssalids are unarmed, so they're sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late. But if one of your soldiers were zombified and they didn't drop their weapon, they will reaction fire at you almost every time you move into their line of sight, not that it does much good since their accuracy is 0, but a few shots from a heavy plasma is nothing to be laughed at, even if you're being shot at from something that couldn't hit the broadside of a barn.<br />
<br />
Listen during the alien turn closely. Chryssies howl when they spot a target. This saved the life of one of my ''([[user:amitakartok|amitakartok]])'' soldiers on a Terror Ship: I heard a Chryssie howl, turn around and spotted it eight hexes away.<br />
<br />
==Statistics==<br />
'''TUs:''' 110-127<br />
'''Health:''' 96<br />
'''Energy:''' 140-162<br />
'''Reactions:''' 70-86<br />
'''Strength:''' 110-118<br />
'''Bravery:''' 100<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 50-69<br />
<br />
'''Damage:''' 110-118<br />
'''Damage Type:''' <i>???</i><br />
'''Close Combat Accuracy:''' 80%<br />
'''TUs:''' 15* (See Discussion page)<br />
<br />
==Live Specimen==<br />
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking [[Zombie]]. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.<br />
<br />
==Autopsy==<br />
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]<br />
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective [[Terror Mission|terror weapon]].<br />
<br />
<br>''[ [[User:NKF|NKF]]: Note, the above is taken directly from the game [[UFOpaedia]]. Technically, the comment about the vulnerability to explosives is only true when the Chryssalid is unconscious. Chryssalids, in fact, take normal damage from Explosives. To confirm this, refer to the [[Damage#Damage Modifiers | Damage Modifiers]].<br><br>With the [[Auto-Cannon|Auto]] or [[Heavy Cannon|Heavy]] Cannon, Chryssalids are more likely to get knocked unconscious with HE rounds while AP rounds often kills them. Make it habit of examining the corpse before moving on if you haven't destroyed the corpse outright. ] ''<br />
<br clear="all"><br />
<br />
<br>''[ [[User:Tsunamiatunzen1|Tsunamiatunzen1]]: The entry about the twenty eggs isn't true either. Although this doesn't do you much good since twenty zombies is enough to make the rest of your squad go berserk and at least one or two of your former soldiers would have certainly become a new chryssalid by then.<br />
<br />
==Notes==<br />
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn! But sometimes the Chryssalid will pop out of a building, run a few tiles, take a look at your soldiers, and the pop back into the cover it had before. This makes them susceptible to reaction fire since they do this several times, as long as you don't move up any further to get a better angle.<br />
* They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.<br />
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. [[Unconscious]] chryssies are as vulnerable to ordinary grenades as any other object (which is a good thing, seeing that leaving stunned chryssies alive is generally a bad idea unless you can stun them again in case they get up). <br />
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs. This works too if you just sit on the next level the stairs are on and block the way up since a Chryssalid is considered to still be on the bottom level. It works with the plane ramps too.<br />
*If you're afraid of a Chryssalid popping out of a corner while you're assaulting a base or a big UFO, place yourself below or above the Chryssalid's level and then pop out and blast it on your next turn.<br />
*If you find a lone Chryssalid in your area and you're still using human rifles or laser pistols, you'll have to do the unthinkable, GET IN ITS FACE AND UNLOAD YOUR WHOLE CLIP INTO IT! It's probably not going to work with the rifles, but it's sure better than shooting wildly and missing or waiting for a reaction shot that never comes.<br />
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them. They're the only unit that won't die in one shot, but it will sure have a big gaping hole in its health even if it lives!<br />
* Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them. A flying suited soldier can potentially distract a chryssalid to an extent since a chryssalid next to a flying soldier will stare angrily at it as long as there aren't any other ground units running amok nearby.<br />
As with all terror units, they can be encountered in the following mission types:<br />
* [[Terror Mission]]<br />
* [[Base Defense]]<br />
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])<br />
* [[Alien Base Assault]]<br />
* [[Cydonia]]<br />
<br />
==Zombification==<br />
<br />
If a human unit (or Chryssalid under permanent control) is ATTACKED by a Chryssalid - Even once - It will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including DEATH.<br />
<br />
Zombification occurs at the END of a Chryssalid's series of attacks on that particular opponent. So, even though only 1 attack is sufficient for zombification, a Chryssalid will keep attacking the same target that it begins attacking, until it dies, is stunned, or they run out of TU.<br />
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just 1 hit, so a single Chryssalid will often run up to soldier A, kill and zombify him, run to soldier B, kill and zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it's target, often not leaving it enough TU to go after a fresh target.<br />
<br />
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop it's weapons in the usual way before "ressurecting" as a zombie. Regardless however there'll be no corpse left behind.<br />
<br />
2nd case, zombification without death is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).<br />
This scenario usually occurs in the case of a Chryssalid which has been reduced to critical life, and will very often be a Chryssalid that was knocked unconscious by bonus stun damage from conventional weapon fire. Chryssalid melee accuracy is affected by health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing zombification.<br />
<br />
The 3rd option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.<br />
<br />
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will ALWAYS have their core stats, unadjusted by difficulty level. In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.<br />
'''HOWEVER''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units. This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids! So if you're playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!<br />
'''HOWEVER''', any damage done to the zombie's armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn't matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.<br />
<br />
Zombies created during Alien Turn 3 will only be able to move and attack during Alien Turn 4.<br />
<br />
As commented under [[Zombie]], zombie research teams under controlled conditions have never seen a spontaneous Chrys hatching while the zombie is still mobile and unharmed. <br />
So although the zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chrys immediately afterwards. Run away!<br />
<br />
Chryssies left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.<br />
<br />
==See Also==<br />
*[[Tentaculat]]<br />
*[[Data Canister: Chryssalid]]<br />
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]<br />
<br />
<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Chryssalid&diff=30955Chryssalid2010-09-27T04:18:16Z<p>Tsunamiatunzen1: /* Notes */</p>
<hr />
<div>[[Image:chryssalid.gif|right|Chryssalid]]<br />
'''Chryssalids''' are an alien [[Terror Units|Terror Unit]] accompanying [[Snakeman|Snakemen]]. <br />
<br />
Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a [[Zombie]]) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher [[Ethereal]]s.<br />
<br />
==General Information==<br />
Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. AP works but you may want to skip the rifles and go straight to Autocannons or better. Human weapons don't work very well unless it's a rocket launcher or something stronger than a laser pistol.<br />
<br />
A HORRIBLE way to meet one is shooting a zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into more zombies. The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.<br />
<br />
Usually Chryssalids are unarmed, so they're sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late. But if one of your soldiers were zombified and they didn't drop their weapon, they will reaction fire at you almost every time you move into their line of sight, not that it does much good since their accuracy is 0, but a few shots from a heavy plasma is nothing to be laughed at, even if you're being shot at from something that couldn't hit the broadside of a barn.<br />
<br />
Listen during the alien turn closely. Chryssies howl when they spot a target. This saved the life of one of my ''([[user:amitakartok|amitakartok]])'' soldiers on a Terror Ship: I heard a Chryssie howl, turn around and spotted it eight hexes away.<br />
<br />
==Statistics==<br />
'''TUs:''' 110-127<br />
'''Health:''' 96<br />
'''Energy:''' 140-162<br />
'''Reactions:''' 70-86<br />
'''Strength:''' 110-118<br />
'''Bravery:''' 100<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 50-69<br />
<br />
'''Damage:''' 110-118<br />
'''Damage Type:''' <i>???</i><br />
'''Close Combat Accuracy:''' 80%<br />
'''TUs:''' 15* (See Discussion page)<br />
<br />
==Live Specimen==<br />
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking [[Zombie]]. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.<br />
<br />
==Autopsy==<br />
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]<br />
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective [[Terror Mission|terror weapon]].<br />
<br />
<br>''[ [[User:NKF|NKF]]: Note, the above is taken directly from the game [[UFOpaedia]]. Technically, the comment about the vulnerability to explosives is only true when the Chryssalid is unconscious. Chryssalids, in fact, take normal damage from Explosives. To confirm this, refer to the [[Damage#Damage Modifiers | Damage Modifiers]].<br><br>With the [[Auto-Cannon|Auto]] or [[Heavy Cannon|Heavy]] Cannon, Chryssalids are more likely to get knocked unconscious with HE rounds while AP rounds often kills them. Make it habit of examining the corpse before moving on if you haven't destroyed the corpse outright. ] ''<br />
<br clear="all"><br />
<br />
<br>''[ [[User:Tsunamiatunzen1|Tsunamiatunzen1]]: The entry about the twenty eggs isn't true either. Although this doesn't do you much good since twenty zombies is enough to make the rest of your squad go berserk and at least one or two of your former soldiers would have certainly become a new chryssalid by then.<br />
<br />
==Notes==<br />
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn! But sometimes the Chryssalid will pop out of a building, run a few tiles, take a look at your soldiers, and the pop back into the cover it had before. This makes them susceptible to reaction fire since they do this several times, as long as you don't move up any further to get a better angle.<br />
* They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.<br />
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. [[Unconscious]] chryssies are as vulnerable to ordinary grenades as any other object (which is a good thing, seeing that leaving stunned chryssies alive is generally a bad idea unless you can stun them again in case they get up). <br />
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs.<br />
*If you find a lone Chryssalid in your area and you're still using human rifles or laser pistols, you'll have to do the unthinkable, GET IN ITS FACE AND UNLOAD YOUR WHOLE CLIP INTO IT! It's probably not going to work with the rifles, but it's sure better than shooting wildly and missing or waiting for a reaction shot that never comes.<br />
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them. They're the only unit that won't die in one shot, but it will sure have a big gaping hole in its health even if it lives!<br />
* Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them. A flying suited soldier can potentially distract a chryssalid to an extent since a chryssalid next to a flying soldier will stare angrily at it as long as there aren't any other ground units running amok nearby.<br />
As with all terror units, they can be encountered in the following mission types:<br />
* [[Terror Mission]]<br />
* [[Base Defense]]<br />
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])<br />
* [[Alien Base Assault]]<br />
* [[Cydonia]]<br />
<br />
==Zombification==<br />
<br />
If a human unit (or Chryssalid under permanent control) is ATTACKED by a Chryssalid - Even once - It will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including DEATH.<br />
<br />
Zombification occurs at the END of a Chryssalid's series of attacks on that particular opponent. So, even though only 1 attack is sufficient for zombification, a Chryssalid will keep attacking the same target that it begins attacking, until it dies, is stunned, or they run out of TU.<br />
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just 1 hit, so a single Chryssalid will often run up to soldier A, kill and zombify him, run to soldier B, kill and zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it's target, often not leaving it enough TU to go after a fresh target.<br />
<br />
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop it's weapons in the usual way before "ressurecting" as a zombie. Regardless however there'll be no corpse left behind.<br />
<br />
2nd case, zombification without death is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).<br />
This scenario usually occurs in the case of a Chryssalid which has been reduced to critical life, and will very often be a Chryssalid that was knocked unconscious by bonus stun damage from conventional weapon fire. Chryssalid melee accuracy is affected by health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing zombification.<br />
<br />
The 3rd option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.<br />
<br />
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will ALWAYS have their core stats, unadjusted by difficulty level. In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.<br />
'''HOWEVER''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units. This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids! So if you're playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!<br />
'''HOWEVER''', any damage done to the zombie's armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn't matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.<br />
<br />
Zombies created during Alien Turn 3 will only be able to move and attack during Alien Turn 4.<br />
<br />
As commented under [[Zombie]], zombie research teams under controlled conditions have never seen a spontaneous Chrys hatching while the zombie is still mobile and unharmed. <br />
So although the zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chrys immediately afterwards. Run away!<br />
<br />
Chryssies left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.<br />
<br />
==See Also==<br />
*[[Tentaculat]]<br />
*[[Data Canister: Chryssalid]]<br />
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]<br />
<br />
<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Chryssalid&diff=30954Chryssalid2010-09-27T04:00:53Z<p>Tsunamiatunzen1: /* Autopsy */</p>
<hr />
<div>[[Image:chryssalid.gif|right|Chryssalid]]<br />
'''Chryssalids''' are an alien [[Terror Units|Terror Unit]] accompanying [[Snakeman|Snakemen]]. <br />
<br />
Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a [[Zombie]]) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher [[Ethereal]]s.<br />
<br />
==General Information==<br />
Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. AP works but you may want to skip the rifles and go straight to Autocannons or better. Human weapons don't work very well unless it's a rocket launcher or something stronger than a laser pistol.<br />
<br />
A HORRIBLE way to meet one is shooting a zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into more zombies. The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.<br />
<br />
Usually Chryssalids are unarmed, so they're sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late. But if one of your soldiers were zombified and they didn't drop their weapon, they will reaction fire at you almost every time you move into their line of sight, not that it does much good since their accuracy is 0, but a few shots from a heavy plasma is nothing to be laughed at, even if you're being shot at from something that couldn't hit the broadside of a barn.<br />
<br />
Listen during the alien turn closely. Chryssies howl when they spot a target. This saved the life of one of my ''([[user:amitakartok|amitakartok]])'' soldiers on a Terror Ship: I heard a Chryssie howl, turn around and spotted it eight hexes away.<br />
<br />
==Statistics==<br />
'''TUs:''' 110-127<br />
'''Health:''' 96<br />
'''Energy:''' 140-162<br />
'''Reactions:''' 70-86<br />
'''Strength:''' 110-118<br />
'''Bravery:''' 100<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 50-69<br />
<br />
'''Damage:''' 110-118<br />
'''Damage Type:''' <i>???</i><br />
'''Close Combat Accuracy:''' 80%<br />
'''TUs:''' 15* (See Discussion page)<br />
<br />
==Live Specimen==<br />
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking [[Zombie]]. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.<br />
<br />
==Autopsy==<br />
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]<br />
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective [[Terror Mission|terror weapon]].<br />
<br />
<br>''[ [[User:NKF|NKF]]: Note, the above is taken directly from the game [[UFOpaedia]]. Technically, the comment about the vulnerability to explosives is only true when the Chryssalid is unconscious. Chryssalids, in fact, take normal damage from Explosives. To confirm this, refer to the [[Damage#Damage Modifiers | Damage Modifiers]].<br><br>With the [[Auto-Cannon|Auto]] or [[Heavy Cannon|Heavy]] Cannon, Chryssalids are more likely to get knocked unconscious with HE rounds while AP rounds often kills them. Make it habit of examining the corpse before moving on if you haven't destroyed the corpse outright. ] ''<br />
<br clear="all"><br />
<br />
<br>''[ [[User:Tsunamiatunzen1|Tsunamiatunzen1]]: The entry about the twenty eggs isn't true either. Although this doesn't do you much good since twenty zombies is enough to make the rest of your squad go berserk and at least one or two of your former soldiers would have certainly become a new chryssalid by then.<br />
<br />
==Notes==<br />
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn!<br />
* They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.<br />
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. [[Unconscious]] chryssies are as vulnerable to ordinary grenades as any other object (which is a good thing, seeing that leaving stunned chryssies alive is generally a bad idea unless you can stun them again in case they get up). <br />
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs.<br />
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them.<br />
* Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them.<br />
As with all terror units, they can be encountered in the following mission types:<br />
* [[Terror Mission]]<br />
* [[Base Defense]]<br />
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])<br />
* [[Alien Base Assault]]<br />
* [[Cydonia]]<br />
<br />
==Zombification==<br />
<br />
If a human unit (or Chryssalid under permanent control) is ATTACKED by a Chryssalid - Even once - It will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including DEATH.<br />
<br />
Zombification occurs at the END of a Chryssalid's series of attacks on that particular opponent. So, even though only 1 attack is sufficient for zombification, a Chryssalid will keep attacking the same target that it begins attacking, until it dies, is stunned, or they run out of TU.<br />
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just 1 hit, so a single Chryssalid will often run up to soldier A, kill and zombify him, run to soldier B, kill and zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it's target, often not leaving it enough TU to go after a fresh target.<br />
<br />
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop it's weapons in the usual way before "ressurecting" as a zombie. Regardless however there'll be no corpse left behind.<br />
<br />
2nd case, zombification without death is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).<br />
This scenario usually occurs in the case of a Chryssalid which has been reduced to critical life, and will very often be a Chryssalid that was knocked unconscious by bonus stun damage from conventional weapon fire. Chryssalid melee accuracy is affected by health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing zombification.<br />
<br />
The 3rd option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.<br />
<br />
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will ALWAYS have their core stats, unadjusted by difficulty level. In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.<br />
'''HOWEVER''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units. This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids! So if you're playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!<br />
'''HOWEVER''', any damage done to the zombie's armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn't matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.<br />
<br />
Zombies created during Alien Turn 3 will only be able to move and attack during Alien Turn 4.<br />
<br />
As commented under [[Zombie]], zombie research teams under controlled conditions have never seen a spontaneous Chrys hatching while the zombie is still mobile and unharmed. <br />
So although the zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chrys immediately afterwards. Run away!<br />
<br />
Chryssies left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.<br />
<br />
==See Also==<br />
*[[Tentaculat]]<br />
*[[Data Canister: Chryssalid]]<br />
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]<br />
<br />
<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Chryssalid&diff=30953Chryssalid2010-09-27T03:52:55Z<p>Tsunamiatunzen1: /* General Information */</p>
<hr />
<div>[[Image:chryssalid.gif|right|Chryssalid]]<br />
'''Chryssalids''' are an alien [[Terror Units|Terror Unit]] accompanying [[Snakeman|Snakemen]]. <br />
<br />
Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a [[Zombie]]) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher [[Ethereal]]s.<br />
<br />
==General Information==<br />
Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. AP works but you may want to skip the rifles and go straight to Autocannons or better. Human weapons don't work very well unless it's a rocket launcher or something stronger than a laser pistol.<br />
<br />
A HORRIBLE way to meet one is shooting a zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into more zombies. The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.<br />
<br />
Usually Chryssalids are unarmed, so they're sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late. But if one of your soldiers were zombified and they didn't drop their weapon, they will reaction fire at you almost every time you move into their line of sight, not that it does much good since their accuracy is 0, but a few shots from a heavy plasma is nothing to be laughed at, even if you're being shot at from something that couldn't hit the broadside of a barn.<br />
<br />
Listen during the alien turn closely. Chryssies howl when they spot a target. This saved the life of one of my ''([[user:amitakartok|amitakartok]])'' soldiers on a Terror Ship: I heard a Chryssie howl, turn around and spotted it eight hexes away.<br />
<br />
==Statistics==<br />
'''TUs:''' 110-127<br />
'''Health:''' 96<br />
'''Energy:''' 140-162<br />
'''Reactions:''' 70-86<br />
'''Strength:''' 110-118<br />
'''Bravery:''' 100<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 50-69<br />
<br />
'''Damage:''' 110-118<br />
'''Damage Type:''' <i>???</i><br />
'''Close Combat Accuracy:''' 80%<br />
'''TUs:''' 15* (See Discussion page)<br />
<br />
==Live Specimen==<br />
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking [[Zombie]]. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.<br />
<br />
==Autopsy==<br />
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]<br />
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective [[Terror Mission|terror weapon]].<br />
<br />
<br>''[ [[User:NKF|NKF]]: Note, the above is taken directly from the game [[UFOpaedia]]. Technically, the comment about the vulnerability to explosives is only true when the Chryssalid is unconscious. Chryssalids, in fact, take normal damage from Explosives. To confirm this, refer to the [[Damage#Damage Modifiers | Damage Modifiers]].<br><br>With the [[Auto-Cannon|Auto]] or [[Heavy Cannon|Heavy]] Cannon, Chryssalids are more likely to get knocked unconscious with HE rounds while AP rounds often kills them. Make it habit of examining the corpse before moving on if you haven't destroyed the corpse outright. ] ''<br />
<br clear="all"><br />
<br />
==Notes==<br />
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn!<br />
* They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.<br />
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. [[Unconscious]] chryssies are as vulnerable to ordinary grenades as any other object (which is a good thing, seeing that leaving stunned chryssies alive is generally a bad idea unless you can stun them again in case they get up). <br />
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs.<br />
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them.<br />
* Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them.<br />
As with all terror units, they can be encountered in the following mission types:<br />
* [[Terror Mission]]<br />
* [[Base Defense]]<br />
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])<br />
* [[Alien Base Assault]]<br />
* [[Cydonia]]<br />
<br />
==Zombification==<br />
<br />
If a human unit (or Chryssalid under permanent control) is ATTACKED by a Chryssalid - Even once - It will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including DEATH.<br />
<br />
Zombification occurs at the END of a Chryssalid's series of attacks on that particular opponent. So, even though only 1 attack is sufficient for zombification, a Chryssalid will keep attacking the same target that it begins attacking, until it dies, is stunned, or they run out of TU.<br />
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just 1 hit, so a single Chryssalid will often run up to soldier A, kill and zombify him, run to soldier B, kill and zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it's target, often not leaving it enough TU to go after a fresh target.<br />
<br />
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop it's weapons in the usual way before "ressurecting" as a zombie. Regardless however there'll be no corpse left behind.<br />
<br />
2nd case, zombification without death is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).<br />
This scenario usually occurs in the case of a Chryssalid which has been reduced to critical life, and will very often be a Chryssalid that was knocked unconscious by bonus stun damage from conventional weapon fire. Chryssalid melee accuracy is affected by health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing zombification.<br />
<br />
The 3rd option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.<br />
<br />
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will ALWAYS have their core stats, unadjusted by difficulty level. In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.<br />
'''HOWEVER''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units. This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids! So if you're playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!<br />
'''HOWEVER''', any damage done to the zombie's armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn't matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.<br />
<br />
Zombies created during Alien Turn 3 will only be able to move and attack during Alien Turn 4.<br />
<br />
As commented under [[Zombie]], zombie research teams under controlled conditions have never seen a spontaneous Chrys hatching while the zombie is still mobile and unharmed. <br />
So although the zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chrys immediately afterwards. Run away!<br />
<br />
Chryssies left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.<br />
<br />
==See Also==<br />
*[[Tentaculat]]<br />
*[[Data Canister: Chryssalid]]<br />
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]<br />
<br />
<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=28825Unit Types (UFO2000)2010-08-11T06:30:21Z<p>Tsunamiatunzen1: /* Chryssalid */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against any type of fire, friendly or otherwise. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic to waste their ammo and Time Units for an opportunistic strike later.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them, especially if the weapon being used against them is a conventional human gun (i.e. not lasers).<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range if the shooter is even partially compotent. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered or surrounded by less-armored units but they are nonetheless enough of an investment that you might want to consider putting in one or two just to have a Plan B if you get off to a bad start. Plus, who wouldn't want to fight for good old mother earth in this?<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts or distractions. Although some sinister players have taken it a little too far...<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up far they are excellent for hovering over the enemy and blowing them up or being used with the scout and sniper tactic, provided the former tactic is used at high altitudes.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very specialized since its armor is only slightly above the personal armour. However it is good at giving your other troops the distraction you need to finish offending enemy units off. Using them in this way is still not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons. A good tactic for the Chryssalid is to arm it with an explosive weapon since it has a higher chance of living long enough to fire it and cause major amounts of damage. But let's face it, it's always fun to see a new player, who's played UFO Defense long enough, freak out at the sight of a chryssalid.<br />
Psychological Warfare at its best.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=28821Unit Types (UFO2000)2010-08-11T05:53:36Z<p>Tsunamiatunzen1: /* Unarmored (a.k.a. "t-shirt") */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against any type of fire, friendly or otherwise. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic to waste their ammo and Time Units for an opportunistic strike later.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them, especially if the weapon being used against them is a conventional human gun (i.e. not lasers).<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range if the shooter is even partially compotent. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered or surrounded by less-armored units but they are nonetheless enough of an investment that you might want to consider putting in one or two just to have a Plan B if you get off to a bad start. Plus, who wouldn't want to fight for good old mother earth in this?<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts or distractions. Although some sinister players have taken it a little too far...<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up far they are excellent for hovering over the enemy and blowing them up or being used with the scout and sniper tactic, provided the former tactic is used at high altitudes.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very specialized since its armor is only slightly above the personal armour. However it is good at giving your other troops the distraction you need to finish offending enemy units off. Using them in this way is still not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons. A good tactic for the Chryssalid is to arm it with an explosive weapon since it has a higher chance of living long enough to fire it and cause major amounts of damage.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=28820Unit Types (UFO2000)2010-08-11T05:48:38Z<p>Tsunamiatunzen1: /* Power Suit */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against plasma fire or explosive ammo. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them, especially if the weapon being used against them is a conventional human gun (i.e. not lasers).<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range if the shooter is even partially compotent. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered or surrounded by less-armored units but they are nonetheless enough of an investment that you might want to consider putting in one or two just to have a Plan B if you get off to a bad start. Plus, who wouldn't want to fight for good old mother earth in this?<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts or distractions. Although some sinister players have taken it a little too far...<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up far they are excellent for hovering over the enemy and blowing them up or being used with the scout and sniper tactic, provided the former tactic is used at high altitudes.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very specialized since its armor is only slightly above the personal armour. However it is good at giving your other troops the distraction you need to finish offending enemy units off. Using them in this way is still not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons. A good tactic for the Chryssalid is to arm it with an explosive weapon since it has a higher chance of living long enough to fire it and cause major amounts of damage.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=28819Unit Types (UFO2000)2010-08-11T05:39:52Z<p>Tsunamiatunzen1: /* Sectoid */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against plasma fire or explosive ammo. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them.<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered by less-armored units.<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts or distractions. Although some sinister players have taken it a little too far...<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up far they are excellent for hovering over the enemy and blowing them up or being used with the scout and sniper tactic, provided the former tactic is used at high altitudes.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very specialized since its armor is only slightly above the personal armour. However it is good at giving your other troops the distraction you need to finish offending enemy units off. Using them in this way is still not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons. A good tactic for the Chryssalid is to arm it with an explosive weapon since it has a higher chance of living long enough to fire it and cause major amounts of damage.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=28818Unit Types (UFO2000)2010-08-11T05:37:48Z<p>Tsunamiatunzen1: /* Floater */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against plasma fire or explosive ammo. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them.<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered by less-armored units.<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts.<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up far they are excellent for hovering over the enemy and blowing them up or being used with the scout and sniper tactic, provided the former tactic is used at high altitudes.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very specialized since its armor is only slightly above the personal armour. However it is good at giving your other troops the distraction you need to finish offending enemy units off. Using them in this way is still not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons. A good tactic for the Chryssalid is to arm it with an explosive weapon since it has a higher chance of living long enough to fire it and cause major amounts of damage.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=28817Unit Types (UFO2000)2010-08-11T05:36:02Z<p>Tsunamiatunzen1: /* Chryssalid */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against plasma fire or explosive ammo. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them.<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered by less-armored units.<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts.<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up they are excellent for hovering over the enemy and blowing them up.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very specialized since its armor is only slightly above the personal armour. However it is good at giving your other troops the distraction you need to finish offending enemy units off. Using them in this way is still not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons. A good tactic for the Chryssalid is to arm it with an explosive weapon since it has a higher chance of living long enough to fire it and cause major amounts of damage.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Exploiting_Mind_Control&diff=28236Exploiting Mind Control2010-06-08T23:58:08Z<p>Tsunamiatunzen1: /* Resurrect Zombified Agents */</p>
<hr />
<div>'''THIS PAGE IS UNDER CONSTRUCTION'''<br />
<br />
=Mind Control Madness=<br />
==Civilian Traitors==<br />
Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens' turn. This is true even if you mind control a [[Civilian]]. <br />
While saving civilians leads to higher scores, "removing" them from play in this way, then killing them off as aliens removes the risk of a score penalty that would result if the civilians were killed by the aliens.<br />
<br />
==Resurrect Zombified Agents==<br />
also known as: '''Permanent Control of a Chryssalid/Tentaculat'''<br />
<br>To 'rescue' your zombified agent you must [[mind control]]/[[molecular control]] its [[zombie]] form, then shoot it to make it hatch. <br />
The chrysallid/tentaculat that just hatched will appear to be hostile, but don't kill it. Next turn, and for the rest of the mission, it will be controlled by you without additional psionic actions. A chryssalid/tentaculat that is under your permanent control still gains experience as if it had never been zombified before this and you can do with it as a normal soldier. However, you may not look at its rank as this causes the game to crash. Sometimes the weapon it has will disappear but this can be solved by going into its inventory and picking it up and putting it back in the hand it was in.<br />
If one of your agents got zombified, and you use this trick, you can 'recover' the agent if the chrysallid/tentaculat version of the soldier survives until the end of the mission. The resurrected agent will be back at base. You don't need to create new armor for a 'rescued' agent even though they have been 'killed'.<br />
<br>If your pet chrysallid/tentaculat happens to get zombified, just repeat the steps to gaining permanent control. This action effectively regenerates your pet's health. <br />
However, each time this happens, you lose morale and the counter for the number of X-Com soldiers lost on that mission increases as if it were a different soldier being killed. <br />
So you may go in with 10 soldiers, but leave with 10 and -5 casualties.<br />
You could use this exploit to turn most of your troops into super soldiers but your morale will suffer so much that your psionic/molecular control troops may panic or go berserk if you push it too far. This could end up with you having very few troops under your control and more aliens that you could shake a stick at after you.<br />
<br>This exploit can also be used when civilians get zombified. And, since the terror units have many TU, they make excellent scouts. You could give your pet alien a weapon, but they have terrible throwing and accuracy skills. They do, however, have incredible reactions which makes them deadly if you post them right at the side of a door to shoot anything that comes through. However, if you give your pet a primed high explosive and send them off to scout, they will drop it when they die resulting in an explosion that kills everything in the area (or at least knocks off a good chunk of their health). Zombified civilians cannot be 'drafted' as new soldiers or replace any soldiers killed during the mission.<br />
<br>IMHO, the BEST use of your pet is to use the Alien Inventory exploit and give it a Stun Rod or a Heavy Plasma with a Stun Rod in it. With it's rather insane TU, it can pretty much run up to and stun or kill anything it can see, assuming it isn't killed in mid-sprint. Alternatively, give it a med-kit, since those use a fixed 10 TU per use, and your pet has a LOT of TU, it can become the best doctor in the game... provided they are on the ground and not on top of your ship.<br />
<br />
==My Pet Alien==<br />
Any alien can be your agent's personal escort. Just remember to mind control the alien every turn. When there are large terrorists on a mission, you'll notice that they take up four squares. Each square has its own stats. If you mind control one quadrant, the other three quadrants still stay under alien control. <br />
If you move the large alien, there is a good chance that it will SHOOT ITSELF (if it can) via reaction fire! If the large alien does not shoot itself, you can use up its TU to fire on hostiles, or use it to scout. Once the TU are used up, mind control another quadrant to keep using this alien. You can do this four times. <br />
<br>Alternatively, you can target the other quadrants of the alien and make the terror unit shoot itself. This is a worthwhile tactic to use on Cyberdiscs and Sectopods. <br />
Cyberdiscs explode on death, while the Sectopod has a Laser Auto Shot which can dish out a maximum of 300 points of damage each shot.<br />
<br />
The best use of mind control: scout. If you see someone holding a [[Blaster Launcher]], mind control it and fire, then drop the weapon, rendering a bunch of aliens dead and one harmless if you're lucky.<br />
<br />
==Access the Alien Inventory Screen==<br />
When an alien is mind controlled, you can't directly see their inventory by clicking the inventory button. However, if you switch to a human soldier, and check their inventory, you can use the arrows in the top corner to cycle through '''all''' units.<br />
<br />
<br>'''WARNING''' There is a critical bug which is connected to this exploit. Read about it here: [[Known_Bugs#Alien_Inventory_Stacking_Bug| Alien Inventory Stacking Bug]]<br />
<br />
<br> Use this exploit to change their inventory. You can give them weapons (eg: for [[Reaction Training]]), live grenades, or anything else. Remember to mind control them each turn if you use them as mules.<br />
<br />
==Exponential Mind Control==<br />
Any creature with psionic skill can use a [[Psi-Amp|psionic amplifier]]. <br />
Therefore, you can take control of (e.g.) an Ethereal and then toss it a psi-amp, use the [[Exploits#Access_the_Alien_Inventory_Screen|alien inventory exploit]], and have him pick it up. <br />
Then you can use the Ethereal's psionic talents to take over other aliens. With the right application of psi-amp relay tosses and mind control, this can have an exponential effect of complete control of all the aliens in the very first turn.<br />
<br />
It is even easier to use several high-level Psi troops (80+ Psi Strength & Skill), each with their own Psi-Amp, to create chains of aliens extending across the entire map; each new alien discovered and controlled becomes the forwardmost scout while your troops remain safely at the back of the chain (or even in the transport). <br />
This is easily the single most imbalancing tactic in the game, short of hacking the game files.<br />
<br />
==Zombie's Permanent Control of Aliens via Stunning==<br />
<ol><br />
<li> Mindcontrol any 1x1-sized alien, except Zombies (as these can't be awakened once unconscious).</li><br />
<li> Stun that alien. Stun Bombs from the Small Launcher are the preferred method, because the stun rod depends on alien status to function. (On Windows Version, you can´t use the Stun Rod on friendly units).</li><br />
<li> Revive the alien. You can either wait until the alien recovers on it's own, or use stimulant shots from a Medi-Kit to speed things along.</li><br />
<li> Wait until the start of your next round. After the alien wakes up, it will appear as alien, but this lasts just for your present turn.</li><br />
</ol><br />
<br />
That's it, the alien should now be under permanent X-COM control. You can do anything with an X-COM alien as you can with a normal soldier: Directly access the aliens inventory screen without scrolling through all your guys first. <br />
Arm it and send it in as a advance scout into UFOs. In all practicality, they are yours to do with as you please.</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&diff=27453The Mysteries of X-COM2010-02-14T23:37:57Z<p>Tsunamiatunzen1: /* How did the aliens got to Mars? */</p>
<hr />
<div>Discussion page for some less clear aspects of the series<br />
<br />
==General issues==<br />
<br />
==='''How fast can alien craft travel in space?'''===<br />
<br />
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.<br />
<br />
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)<br />
<br />
::Really fast. Consider that they don't need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots. (Mars DOES have 2 moons, recall.) Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it's simply that the command staff are at Cydonia. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Good article in last month's Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. <br />
<br />
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)<br />
<br />
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
==='''What happens to crashed UFO craft and its crew?'''=== <br />
<br />
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?<br />
<br />
Possible answers:<br />
* The UFO and its occupants are recovered by other humans.<br />
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)<br />
* The Aliens self-destruct the craft and kill themselves in the process to ensure that they won't be recovered by humans. <br />
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.<br />
* The aliens destroy the UFO and disappear into the countryside.<br />
* Most likely answer, IMHO: The local government/ funding nations give X-com a limited time window to launch any operation, similiar to what you see in covert ops movies: "Complete the mission within 36 hours, or we initiate Carpet Bombing of the area". This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
: In the UFO TV show, it's stated that alien craft and bodies degrade quickly in Earth's atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)<br />
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
:: As Zombie said, doesn't Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
::Those are excellent suggestions. One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft. This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn't always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.) Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
:::If there's a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)<br />
<br />
===How do the aliens carry their equipment?===<br />
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.<br />
<br />
:Potentially a sticky gel-like area on the limb. Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered. Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands. Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
===Are X-COM transport craft piloted?===<br />
<br />
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed. It's entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that. (The aliens could screw over the entire op by killing the pilot). It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]<br />
<br />
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over. Limiting this to having the tank inside is a rather good idea. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)<br />
<br />
:I recall that the various cutscenes in the PSX version had a pilot, most notably in the "Mission Failure" scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)<br />
<br />
===What sort of physical process is used to increase human stats over time?===<br />
<br />
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn't easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. <br />
<br />
:Lifting weights will increase strength. Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster. I see no reason natural increase doesn't work. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
What I don't get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn't they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] September 24<br />
<br />
:There's been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project. If the latter, it would easily explain their rather poor early stats. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
:: I know what you mean... if this were Jagged Alliance, it'd be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]<br />
<br />
:Health isn't gained from getting shot. But as for the "ludicrously low stats" issue, maybe they're being selected on some other basis, or there's a real shortage of volunteers. [[User:Magic9mushroom|Magic9mushroom]] 04:56, 25 September 2009 (EDT)<br />
<br />
==Enemy Unknown/UFO Defence issues==<br />
==='''Why isn't Earth overrun by Snakeman/Chryssalids?'''===<br />
<br />
According to the UFOPaedia, Snakemen's "Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time" adding the ominious conclusion: "Left to its own devices this species would be a severe threat to life on earth."<br />
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. <br />
<br />
Possible answers:<br />
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. <br />
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
<br />
::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth's atmosphere, which would limit their lifespan in earth's atmosphere, also making egg-laying pointless, since the offspring wouldn't be able to breathe or survive. It has also been suggested that Chryssalids have a very rapid metabolism. Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool. When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government's cooperation. Or even further, it's possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)<br />
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]<br />
<br />
::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth's atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it's likely this would be one of the first things that they would 'correct'.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)<br />
<br />
<br />
===What is the propose of the 'disco balls' found inside some UFOs?===<br />
<br />
:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems. They could also be circuit breakers or electrical junction boxes, or even a component of the UFO's particle beam they use to fry X-COM Interception craft. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)<br />
<br />
:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
:Presumably [[Alien Entertainment]] is psionic in some way, maybe they're Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]<br />
<br />
===Who buys those alien bodies/equipment from X-COM?===<br />
<br />
:Equipment likely goes to the funding nations or the international black market. No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it'd just be cash-and-carry. Similarly, scientists would likely be interested in looking at much of this stuff for their own research. This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge. The money on corpses could also be an "Alien Bounty" paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed. Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
From the USO (Kasey Chang): XARQUID SUSHI.<br />
<br />
===How did the aliens got to Mars?===<br />
<br />
There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?<br />
<br />
:The UFOs are mission craft, used for the legwork. The fighters; we never see the carriers. Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger "Carrier" ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
:: One word: TFTD. The entire city of T'leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.<br />
::: T'Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
::... there are no indications that the UFOs are INcapable of FTL... I don't think you would want to perform FTL travel within Earth's planetary atmosphere!<br />
::: There are no indications that they are capable as well. And X-COM scientists don't seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)<br />
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)<br />
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can't remember if it's canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.<br />
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I'm pretty certain the technology is Elerium based. It's not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.<br />
Though I'm a bit puzzled why all T'leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]<br />
<br />
:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate. As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM's resources, and then they blew it all without learning anything more than the original X-COM scientists. And yes, Earth clearly gets FTL after TFTD but before Interceptor. The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater. Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them. Zrbite functions similar to Elerium, being gold mixed with alien bio-material. Unfortunately, Zrbite only works when supported by a massive energy grid created by T'leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)<br />
<br />
OK... take the UNIT of elerium out of the equation... let's say that Earth had 5000 units of elerium, so 6 units get's an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.<br />
2065 On October the 27th, the probe 'Tombstone 1' returns reports to Earth. It's data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet's within the probe's scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.<br />
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they've got non-Elerium based space travel and FTL, and more powerful weapons too, what's the big deal about Elerium in the Frontier? Does mankind even need it anymore?<br />
As for T'leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T'leth on aqua plastics and Zrbite when T'lth was first constructed? Or did T'leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?<br />
...<br />
Actually, come to think of it, it's obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)<br />
<br />
:It's implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth's technology forward at least a few decades...which really is entirely reasonable. Much of the technology can be replicated on earth, and the principles and designs can be reapplied.<br />
<br />
:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.<br />
<br />
:And was there anywhere that specifically said that T'Leth was made of Aqua Plastics? I don't recall. Yes, the rest of their subs are made of aqua plastics, but I'm wondering if something the size of a medium city might perhaps be made of something a bit more durable. PS: Thanks for signing your post! :D [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)<br />
<br />
It's not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there's gold here. Therefore it's obvious why they used Zrbite. Also, there's the fact that it was an Aquatoid colony mission, intended to produce an "aquatic paradise", so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]<br />
<br />
... I think Alien Alloys alone would catapult earth's technology forward a decade, and there's no reason humanity can't use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.<br />
By the time of Interceptor, Elerium weapons aren't that powerful. Good point about power generation though.<br />
I would assume that T'leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.<br />
<br />
<br />
::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.<br />
<br />
::Question: How long does it take the Avenger to reach Mars from Earth? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)<br />
:::No longer than a week, in my opinion. Probably less than 2 days. Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds. (You could choose to burn 40% of the Elerium in one blast to get to high speed. Or you could burn even more and refuel while it's landed...or it could be a mission with no guaranteed escape for the crew. The lives of the many over those of the few and all that, especially since the war hinges on the mission.) In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)<br />
:::If you'd burn that much fuel to accelerate the craft then you'd have to use as much again to decelerate it and attain a planetary orbit, otherwise you'll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
::: UFO drives are non-Newtonian so those sort of rocket equations don't necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
::: Well, they could put a mini mind shield on the Avenger, shoot down a UFO roughly their size, and then fly to Cydonia when the UFO they shot down was supposed to return based on the instructions found by the hyper-wave decoder. Basically taking the place of the UFO. Shouldn't be too hard since the UFO's are pretty common by the time you research Cydonia or Bust. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] 14 February 2010 (MST)<br />
<br />
::That would leave 20% of the fuel to take off the Avenger and land it. Not really that unreasonable. While they're landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
===What happened to Mars and the alien civilization there?===<br />
<br />
According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. <br />
<br />
:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field. As the atmosphere dissipated, the aliens left or died off. It's also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth's resources. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
===Where are the human-alien hybrids referred to on the UFOPaedia?===<br />
<br />
:For the ones on earth, probably in hiding or in laboratories for research. For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks. Cloning is alot easier than making genetic hybrids and there's nothing that says their first-generation experiments would be suitable for combat. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
:: They are babies at the time of X-com, and few in number. Their aren't even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)<br />
<br />
:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
===Why did the aliens only activate T'Leth after they were defeated?===<br />
<br />
On TFTD T'Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. <br />
<br />
:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them. Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole. This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
T'Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.<br />
In fact, looking at the timelines, it takes 40 years for T'leth to wake up from it's slumber... that's one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]<br />
<br />
Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T'leth, and there was no way of seeing whether the T'leth-based invasion in TFTD would even work - from their perspective it's possible that getting T'leth to bootstrap itself could have caused a catastrophe (they don't know whether or how badly it's damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T'leth expedition in the first place. [[User:magic9mushroom]]<br />
<br />
===Why did the aliens use limited force during the First Alien War?===<br />
<br />
Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don't the aliens watch sci-fi movies to see how it should be done?<br />
<br />
:Perhaps they don't have the standing forces to do so, and are in the process of building up the forces needed to do so. Perhaps they don't want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild. Perhaps they're too condescending to think that humanity ever really has a chance; they've probably conquered thousands of other planets without anyone ever successfully resisting them. Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it. Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they're all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
<br />
The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.<br />
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...<br />
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth's. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.<br />
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...<br />
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]<br />
* Nope, the aliens could just invoke John's Law and blow up the planet with a kamikaze battleship at .9c. Even failing that, the alien battlefleet could come in numbers sufficent to blot out the sun.--[[User:(name here)|(name here)]] 14:39, 8 November 2009 (EST)<br />
<br />
==TFTD issues==<br />
===What was the relationship between the aliens from the 1st and 2nd wars?===<br />
<br />
Quoting from the UFOPaedia regarding Alien Origins: 'Deep in the oceans there lie ancient<br />
sites used by the Aliens to contact their stellar cousins.' This also has some implications regarding the issue of why T'Leth was only activated when the Sectoids were defeated. <br />
<br />
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.<br />
<br />
===What kind of materials were 'synomium' and 'adamantium'?===<br />
<br />
The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T'Leth is destroyed: 'he twisting hugeness of T'leth begins to rupture.<br />
Flames and smoke spew from its gleaming spires and adamantium halls.'<br />
<br />
:Synomium is probably a special material used in the comm. devices, like Stargate's naquadah (universal stuff), naquadria (unstable power source), trinium (hull material) and neutronium (superdense metal). Adamantium is a legendary material in ancient literature that is said to be indestructible, similarly to mithril.--[[User:Amitakartok|amitakartok]] 10:55, 3 November 2009 (EST)<br />
<br />
===How deep were X-COM bases located on the seas?===<br />
<br />
*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. <br />
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)<br />
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as instable areas (underwater volcanos, prone to seaquakes, rock avalanches, etc.) and depths.<br />
*Given that the Alien Retaliation missions in TFTD are called "Floating Base Attack", I'd say floating. Also remember that your starting sonar can't see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]<br />
** Floating doesn't always happen on the surface. The surface has to deal with large waves ad bobbing up and down, submerged only has the currents it could be stabilized easier. --[[User:BladeFireLight|BladeFireLight]] 11:57, 14 January 2010 (EST)<br />
[[Category: Fiction]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=22843Unit Types (UFO2000)2009-09-25T05:15:56Z<p>Tsunamiatunzen1: /* Chryssalid */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against plasma fire or explosive ammo. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them.<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered by less-armored units.<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts.<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up they are excellent for hovering over the enemy and blowing them up.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very ideal as a sniper as it's accuracy is hands down terrible. It does have a lot of TU's and energy to start with so you can close in on the enemy very quickly, giving your other troops the distraction you need to finish them them off. Using them in this way is not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons even though it's armor is better than most other units. So it's a good idea to keep a few TU's in reserve so that it can reaction shot your opponents to death since it also has a high reaction rate.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=User:Tsunamiatunzen1&diff=22842User:Tsunamiatunzen12009-09-25T04:55:21Z<p>Tsunamiatunzen1: Tsunamiatunzen1's Profile</p>
<hr />
<div>Relatively new to ufopaedia but a big X-Com fan from practically day 1. Doesn't like reaction fire on his turn (don't we all?) since the computer seems to hit his troops every time even on Beginner levels. Has only played UFO Defense, TFTD, and Apocalypse.</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&diff=22841The Mysteries of X-COM2009-09-25T04:50:10Z<p>Tsunamiatunzen1: /* What sort of physical process is used to increase human stats over time? */</p>
<hr />
<div>Discussion page for some less clear aspects of the series<br />
<br />
==General issues==<br />
<br />
==='''How fast can alien craft travel in space?'''===<br />
<br />
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.<br />
<br />
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)<br />
<br />
::Really fast. Consider that they don't need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots. (Mars DOES have 2 moons, recall.) Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it's simply that the command staff are at Cydonia. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Good article in last month's Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. <br />
<br />
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)<br />
<br />
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
==='''What happens to crashed UFO craft and its crew?'''=== <br />
<br />
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?<br />
<br />
Possible answers:<br />
* The UFO and its occupants are recovered by other humans.<br />
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)<br />
* The Aliens self-destruct the craft and kill themselves in the process to ensure that they won't be recovered by humans. <br />
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.<br />
* The aliens destroy the UFO and disappear into the countryside.<br />
* Most likely answer, IMHO: The local government/ funding nations give X-com a limited time window to launch any operation, similiar to what you see in covert ops movies: "Complete the mission within 36 hours, or we initiate Carpet Bombing of the area". This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
: In the UFO TV show, it's stated that alien craft and bodies degrade quickly in Earth's atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)<br />
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
:: As Zombie said, doesn't Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
::Those are excellent suggestions. One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft. This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn't always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.) Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
:::If there's a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)<br />
<br />
===How do the aliens carry their equipment?===<br />
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.<br />
<br />
:Potentially a sticky gel-like area on the limb. Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered. Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands. Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
===Are X-COM transport craft piloted?===<br />
<br />
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed. It's entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that. (The aliens could screw over the entire op by killing the pilot). It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]<br />
<br />
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over. Limiting this to having the tank inside is a rather good idea. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)<br />
<br />
:I recall that the various cutscenes in the PSX version had a pilot, most notably in the "Mission Failure" scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)<br />
<br />
===What sort of physical process is used to increase human stats over time?===<br />
<br />
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn't easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. <br />
<br />
:Lifting weights will increase strength. Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster. I see no reason natural increase doesn't work. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
What I don't get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn't they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] September 24<br />
<br />
:There's been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project. If the latter, it would easily explain their rather poor early stats. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
:: I know what you mean... if this were Jagged Alliance, it'd be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]<br />
<br />
==Enemy Unknown/UFO Defence issues==<br />
==='''Why isn't Earth overrun by Snakeman/Chryssalids?'''===<br />
<br />
According to the UFOPaedia, Snakemen's "Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time" adding the ominious conclusion: "Left to its own devices this species would be a severe threat to life on earth."<br />
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. <br />
<br />
Possible answers:<br />
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. <br />
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
<br />
::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth's atmosphere, which would limit their lifespan in earth's atmosphere, also making egg-laying pointless, since the offspring wouldn't be able to breathe or survive. It has also been suggested that Chryssalids have a very rapid metabolism. Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool. When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government's cooperation. Or even further, it's possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)<br />
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]<br />
<br />
::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth's atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it's likely this would be one of the first things that they would 'correct'.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)<br />
<br />
<br />
===What is the propose of the 'disco balls' found inside some UFOs?===<br />
<br />
:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems. They could also be circuit breakers or electrical junction boxes, or even a component of the UFO's particle beam they use to fry X-COM Interception craft. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)<br />
<br />
:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
:Presumably [[Alien Entertainment]] is psionic in some way, maybe they're Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]<br />
<br />
===Who buys those alien bodies/equipment from X-COM?===<br />
<br />
:Equipment likely goes to the funding nations or the international black market. No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it'd just be cash-and-carry. Similarly, scientists would likely be interested in looking at much of this stuff for their own research. This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge. The money on corpses could also be an "Alien Bounty" paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed. Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
From the USO (Kasey Chang): XARQUID SUSHI.<br />
<br />
===How did the aliens got to Mars?===<br />
<br />
There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?<br />
<br />
:The UFOs are mission craft, used for the legwork. The fighters; we never see the carriers. Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger "Carrier" ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
:: One word: TFTD. The entire city of T'leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.<br />
::: T'Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
::... there are no indications that the UFOs are INcapable of FTL... I don't think you would want to perform FTL travel within Earth's planetary atmosphere!<br />
::: There are no indications that they are capable as well. And X-COM scientists don't seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)<br />
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)<br />
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can't remember if it's canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.<br />
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I'm pretty certain the technology is Elerium based. It's not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.<br />
Though I'm a bit puzzled why all T'leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]<br />
<br />
:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate. As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM's resources, and then they blew it all without learning anything more than the original X-COM scientists. And yes, Earth clearly gets FTL after TFTD but before Interceptor. The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater. Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them. Zrbite functions similar to Elerium, being gold mixed with alien bio-material. Unfortunately, Zrbite only works when supported by a massive energy grid created by T'leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)<br />
<br />
OK... take the UNIT of elerium out of the equation... let's say that Earth had 5000 units of elerium, so 6 units get's an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.<br />
2065 On October the 27th, the probe 'Tombstone 1' returns reports to Earth. It's data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet's within the probe's scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.<br />
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they've got non-Elerium based space travel and FTL, and more powerful weapons too, what's the big deal about Elerium in the Frontier? Does mankind even need it anymore?<br />
As for T'leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T'leth on aqua plastics and Zrbite when T'lth was first constructed? Or did T'leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?<br />
...<br />
Actually, come to think of it, it's obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)<br />
<br />
:It's implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth's technology forward at least a few decades...which really is entirely reasonable. Much of the technology can be replicated on earth, and the principles and designs can be reapplied.<br />
<br />
:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.<br />
<br />
:And was there anywhere that specifically said that T'Leth was made of Aqua Plastics? I don't recall. Yes, the rest of their subs are made of aqua plastics, but I'm wondering if something the size of a medium city might perhaps be made of something a bit more durable. PS: Thanks for signing your post! :D [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)<br />
<br />
It's not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there's gold here. Therefore it's obvious why they used Zrbite. Also, there's the fact that it was an Aquatoid colony mission, intended to produce an "aquatic paradise", so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]<br />
<br />
... I think Alien Alloys alone would catapult earth's technology forward a decade, and there's no reason humanity can't use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.<br />
By the time of Interceptor, Elerium weapons aren't that powerful. Good point about power generation though.<br />
I would assume that T'leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.<br />
<br />
<br />
::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.<br />
<br />
::Question: How long does it take the Avenger to reach Mars from Earth? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)<br />
:::No longer than a week, in my opinion. Probably less than 2 days. Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds. (You could choose to burn 40% of the Elerium in one blast to get to high speed. Or you could burn even more and refuel while it's landed...or it could be a mission with no guaranteed escape for the crew. The lives of the many over those of the few and all that, especially since the war hinges on the mission.) In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)<br />
:::If you'd burn that much fuel to accelerate the craft then you'd have to use as much again to decelerate it and attain a planetary orbit, otherwise you'll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
::: UFO drives are non-Newtonian so those sort of rocket equations don't necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
::That would leave 20% of the fuel to take off the Avenger and land it. Not really that unreasonable. While they're landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
===What happened to Mars and the alien civilization there?===<br />
<br />
According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. <br />
<br />
:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field. As the atmosphere dissipated, the aliens left or died off. It's also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth's resources. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
===Where are the human-alien hybrids referred to on the UFOPaedia?===<br />
<br />
:For the ones on earth, probably in hiding or in laboratories for research. For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks. Cloning is alot easier than making genetic hybrids and there's nothing that says their first-generation experiments would be suitable for combat. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
:: They are babies at the time of X-com, and few in number. Their aren't even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)<br />
<br />
:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
===Why did the aliens only activate T'Leth after they were defeated?===<br />
<br />
On TFTD T'Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. <br />
<br />
:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them. Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole. This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
T'Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.<br />
In fact, looking at the timelines, it takes 40 years for T'leth to wake up from it's slumber... that's one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]<br />
<br />
Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T'leth, and there was no way of seeing whether the T'leth-based invasion in TFTD would even work - from their perspective it's possible that getting T'leth to bootstrap itself could have caused a catastrophe (they don't know whether or how badly it's damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T'leth expedition in the first place. [[User:magic9mushroom]]<br />
<br />
===Why did the aliens use limited force during the First Alien War?===<br />
<br />
Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don't the aliens watch sci-fi movies to see how it should be done?<br />
<br />
:Perhaps they don't have the standing forces to do so, and are in the process of building up the forces needed to do so. Perhaps they don't want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild. Perhaps they're too condescending to think that humanity ever really has a chance; they've probably conquered thousands of other planets without anyone ever successfully resisting them. Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it. Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they're all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
<br />
The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.<br />
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...<br />
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth's. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.<br />
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...<br />
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]<br />
<br />
==TFTD issues==<br />
===What was the relationship between the aliens from the 1st and 2nd wars?===<br />
<br />
Quoting from the UFOPaedia regarding Alien Origins: 'Deep in the oceans there lie ancient<br />
sites used by the Aliens to contact their stellar cousins.' This also has some implications regarding the issue of why T'Leth was only activated when the Sectoids were defeated. <br />
<br />
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.<br />
<br />
===What kind of materials were 'synomium' and 'adamantium'?===<br />
<br />
The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T'Leth is destroyed: 'he twisting hugeness of T'leth begins to rupture.<br />
Flames and smoke spew from its gleaming spires and adamantium halls.'<br />
<br />
===How deep were X-COM bases located on the seas?===<br />
<br />
*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. <br />
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)<br />
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as instable areas (underwater volcanos, prone to seaquakes, rock avalanches, etc.) and depths.<br />
*Given that the Alien Retaliation missions in TFTD are called "Floating Base Attack", I'd say floating. Also remember that your starting sonar can't see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&diff=22840The Mysteries of X-COM2009-09-25T04:48:42Z<p>Tsunamiatunzen1: /* What sort of physical process is used to increase human stats over time? */</p>
<hr />
<div>Discussion page for some less clear aspects of the series<br />
<br />
==General issues==<br />
<br />
==='''How fast can alien craft travel in space?'''===<br />
<br />
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.<br />
<br />
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)<br />
<br />
::Really fast. Consider that they don't need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots. (Mars DOES have 2 moons, recall.) Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it's simply that the command staff are at Cydonia. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Good article in last month's Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. <br />
<br />
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)<br />
<br />
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
==='''What happens to crashed UFO craft and its crew?'''=== <br />
<br />
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?<br />
<br />
Possible answers:<br />
* The UFO and its occupants are recovered by other humans.<br />
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)<br />
* The Aliens self-destruct the craft and kill themselves in the process to ensure that they won't be recovered by humans. <br />
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.<br />
* The aliens destroy the UFO and disappear into the countryside.<br />
* Most likely answer, IMHO: The local government/ funding nations give X-com a limited time window to launch any operation, similiar to what you see in covert ops movies: "Complete the mission within 36 hours, or we initiate Carpet Bombing of the area". This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
: In the UFO TV show, it's stated that alien craft and bodies degrade quickly in Earth's atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)<br />
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
:: As Zombie said, doesn't Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
::Those are excellent suggestions. One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft. This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn't always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.) Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
:::If there's a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)<br />
<br />
===How do the aliens carry their equipment?===<br />
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.<br />
<br />
:Potentially a sticky gel-like area on the limb. Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered. Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands. Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
===Are X-COM transport craft piloted?===<br />
<br />
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed. It's entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that. (The aliens could screw over the entire op by killing the pilot). It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]<br />
<br />
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over. Limiting this to having the tank inside is a rather good idea. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)<br />
<br />
:I recall that the various cutscenes in the PSX version had a pilot, most notably in the "Mission Failure" scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)<br />
<br />
===What sort of physical process is used to increase human stats over time?===<br />
<br />
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn't easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. <br />
<br />
:Lifting weights will increase strength. Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster. I see no reason natural increase doesn't work. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
What I don't get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn't they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit.<br />
<br />
:There's been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project. If the latter, it would easily explain their rather poor early stats. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
:: I know what you mean... if this were Jagged Alliance, it'd be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]<br />
<br />
==Enemy Unknown/UFO Defence issues==<br />
==='''Why isn't Earth overrun by Snakeman/Chryssalids?'''===<br />
<br />
According to the UFOPaedia, Snakemen's "Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time" adding the ominious conclusion: "Left to its own devices this species would be a severe threat to life on earth."<br />
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. <br />
<br />
Possible answers:<br />
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. <br />
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)<br />
<br />
::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth's atmosphere, which would limit their lifespan in earth's atmosphere, also making egg-laying pointless, since the offspring wouldn't be able to breathe or survive. It has also been suggested that Chryssalids have a very rapid metabolism. Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool. When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government's cooperation. Or even further, it's possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)<br />
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]<br />
<br />
::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth's atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it's likely this would be one of the first things that they would 'correct'.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)<br />
<br />
<br />
===What is the propose of the 'disco balls' found inside some UFOs?===<br />
<br />
:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems. They could also be circuit breakers or electrical junction boxes, or even a component of the UFO's particle beam they use to fry X-COM Interception craft. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
<br />
Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)<br />
<br />
:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
:Presumably [[Alien Entertainment]] is psionic in some way, maybe they're Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]<br />
<br />
===Who buys those alien bodies/equipment from X-COM?===<br />
<br />
:Equipment likely goes to the funding nations or the international black market. No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it'd just be cash-and-carry. Similarly, scientists would likely be interested in looking at much of this stuff for their own research. This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge. The money on corpses could also be an "Alien Bounty" paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed. Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)<br />
From the USO (Kasey Chang): XARQUID SUSHI.<br />
<br />
===How did the aliens got to Mars?===<br />
<br />
There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?<br />
<br />
:The UFOs are mission craft, used for the legwork. The fighters; we never see the carriers. Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger "Carrier" ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
:: One word: TFTD. The entire city of T'leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.<br />
::: T'Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
::... there are no indications that the UFOs are INcapable of FTL... I don't think you would want to perform FTL travel within Earth's planetary atmosphere!<br />
::: There are no indications that they are capable as well. And X-COM scientists don't seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)<br />
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)<br />
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can't remember if it's canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.<br />
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I'm pretty certain the technology is Elerium based. It's not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.<br />
Though I'm a bit puzzled why all T'leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]<br />
<br />
:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate. As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM's resources, and then they blew it all without learning anything more than the original X-COM scientists. And yes, Earth clearly gets FTL after TFTD but before Interceptor. The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater. Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them. Zrbite functions similar to Elerium, being gold mixed with alien bio-material. Unfortunately, Zrbite only works when supported by a massive energy grid created by T'leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)<br />
<br />
OK... take the UNIT of elerium out of the equation... let's say that Earth had 5000 units of elerium, so 6 units get's an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.<br />
2065 On October the 27th, the probe 'Tombstone 1' returns reports to Earth. It's data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet's within the probe's scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.<br />
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they've got non-Elerium based space travel and FTL, and more powerful weapons too, what's the big deal about Elerium in the Frontier? Does mankind even need it anymore?<br />
As for T'leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T'leth on aqua plastics and Zrbite when T'lth was first constructed? Or did T'leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?<br />
...<br />
Actually, come to think of it, it's obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)<br />
<br />
:It's implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth's technology forward at least a few decades...which really is entirely reasonable. Much of the technology can be replicated on earth, and the principles and designs can be reapplied.<br />
<br />
:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.<br />
<br />
:And was there anywhere that specifically said that T'Leth was made of Aqua Plastics? I don't recall. Yes, the rest of their subs are made of aqua plastics, but I'm wondering if something the size of a medium city might perhaps be made of something a bit more durable. PS: Thanks for signing your post! :D [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)<br />
<br />
It's not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there's gold here. Therefore it's obvious why they used Zrbite. Also, there's the fact that it was an Aquatoid colony mission, intended to produce an "aquatic paradise", so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]<br />
<br />
... I think Alien Alloys alone would catapult earth's technology forward a decade, and there's no reason humanity can't use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.<br />
By the time of Interceptor, Elerium weapons aren't that powerful. Good point about power generation though.<br />
I would assume that T'leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.<br />
<br />
<br />
::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.<br />
<br />
::Question: How long does it take the Avenger to reach Mars from Earth? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)<br />
:::No longer than a week, in my opinion. Probably less than 2 days. Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds. (You could choose to burn 40% of the Elerium in one blast to get to high speed. Or you could burn even more and refuel while it's landed...or it could be a mission with no guaranteed escape for the crew. The lives of the many over those of the few and all that, especially since the war hinges on the mission.) In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)<br />
:::If you'd burn that much fuel to accelerate the craft then you'd have to use as much again to decelerate it and attain a planetary orbit, otherwise you'll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)<br />
<br />
::: UFO drives are non-Newtonian so those sort of rocket equations don't necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)<br />
<br />
::That would leave 20% of the fuel to take off the Avenger and land it. Not really that unreasonable. While they're landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
===What happened to Mars and the alien civilization there?===<br />
<br />
According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. <br />
<br />
:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field. As the atmosphere dissipated, the aliens left or died off. It's also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth's resources. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
===Where are the human-alien hybrids referred to on the UFOPaedia?===<br />
<br />
:For the ones on earth, probably in hiding or in laboratories for research. For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks. Cloning is alot easier than making genetic hybrids and there's nothing that says their first-generation experiments would be suitable for combat. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)<br />
<br />
:: They are babies at the time of X-com, and few in number. Their aren't even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)<br />
<br />
:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
===Why did the aliens only activate T'Leth after they were defeated?===<br />
<br />
On TFTD T'Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. <br />
<br />
:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them. Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole. This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
T'Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.<br />
In fact, looking at the timelines, it takes 40 years for T'leth to wake up from it's slumber... that's one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]<br />
<br />
Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T'leth, and there was no way of seeing whether the T'leth-based invasion in TFTD would even work - from their perspective it's possible that getting T'leth to bootstrap itself could have caused a catastrophe (they don't know whether or how badly it's damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T'leth expedition in the first place. [[User:magic9mushroom]]<br />
<br />
===Why did the aliens use limited force during the First Alien War?===<br />
<br />
Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don't the aliens watch sci-fi movies to see how it should be done?<br />
<br />
:Perhaps they don't have the standing forces to do so, and are in the process of building up the forces needed to do so. Perhaps they don't want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild. Perhaps they're too condescending to think that humanity ever really has a chance; they've probably conquered thousands of other planets without anyone ever successfully resisting them. Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it. Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they're all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)<br />
<br />
<br />
The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.<br />
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...<br />
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth's. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.<br />
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...<br />
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]<br />
<br />
==TFTD issues==<br />
===What was the relationship between the aliens from the 1st and 2nd wars?===<br />
<br />
Quoting from the UFOPaedia regarding Alien Origins: 'Deep in the oceans there lie ancient<br />
sites used by the Aliens to contact their stellar cousins.' This also has some implications regarding the issue of why T'Leth was only activated when the Sectoids were defeated. <br />
<br />
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.<br />
<br />
===What kind of materials were 'synomium' and 'adamantium'?===<br />
<br />
The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T'Leth is destroyed: 'he twisting hugeness of T'leth begins to rupture.<br />
Flames and smoke spew from its gleaming spires and adamantium halls.'<br />
<br />
===How deep were X-COM bases located on the seas?===<br />
<br />
*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. <br />
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)<br />
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as instable areas (underwater volcanos, prone to seaquakes, rock avalanches, etc.) and depths.<br />
*Given that the Alien Retaliation missions in TFTD are called "Floating Base Attack", I'd say floating. Also remember that your starting sonar can't see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=22466Unit Types (UFO2000)2009-08-25T23:18:05Z<p>Tsunamiatunzen1: /* Chryssalid */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against plasma fire or explosive ammo. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them.<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered by less-armored units.<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts.<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up they are excellent for hovering over the enemy and blowing them up.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very ideal as a sniper as it's accuracy is hands down terrible. It does have a lot of TU's and energy to start with so you can close in on the enemy very quickly, giving your other troops the distraction you need to finish them them off. Using them in this way is not very effective for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Unit_Types_(UFO2000)&diff=22465Unit Types (UFO2000)2009-08-25T23:17:27Z<p>Tsunamiatunzen1: /* Chryssalid */</p>
<hr />
<div>==Humans==<br />
<br />
===Unarmored (a.k.a. "t-shirt")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 395<br />
<br />
[[Image:Standard_(UFO2000).JPG|right|framed|Unarmored]]<br />
Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against plasma fire or explosive ammo. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic.<br />
<br />
====Armour levels====<br />
* '''Front-''' 12<br />
* '''Left-''' 8<br />
* '''Right-''' 8<br />
* '''Rear-''' 5<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Standard Armor (a.k.a. "blue armor")===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 705<br />
<br />
[[Image:Personal_(UFO2000).JPG|right|framed|Personal Armor]]<br />
<br />
Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.<br />
<br />
====Armour levels====<br />
* '''Front-''' 50<br />
* '''Left-''' 40<br />
* '''Right-''' 40<br />
* '''Rear-''' 30<br />
* '''Under-''' 30<br />
<br />
<br clear="all" /><br />
<br />
===Power Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1105<br />
<br />
[[Image:Powersuit_(UFO2000).JPG|right|framed|Power Suit]]<br />
The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them.<br />
The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered by less-armored units.<br />
<br />
====Armour levels====<br />
* '''Front-''' 100<br />
* '''Left-''' 80<br />
* '''Right-''' 80<br />
* '''Rear-''' 70<br />
* '''Under-''' 60<br />
<br />
<br clear="all" /><br />
<br />
===Flying Suit===<br />
<br />
'''Base cost''' (with minimum stats)''':''' 1355<br />
<br />
[[Image:Flysuit_(UFO2000).JPG|right|framed|Flying Suit]]<br />
Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).<br />
<br />
====Armour levels====<br />
* '''Front-''' 110<br />
* '''Left-''' 90<br />
* '''Right-''' 90<br />
* '''Rear-''' 80<br />
* '''Under-''' 70<br />
<br />
<br clear="all" /><br />
<br />
==Aliens==<br />
<br />
<br />
===Sectoid===<br />
'''Base cost''' (with minimum stats) ''':''' 353<br />
<br />
[[Image:Sectoid.png|right|framed|Sectoid]]<br />
Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts.<br />
<br />
====Armour levels====<br />
* '''Front-''' 4<br />
* '''Left-''' 3<br />
* '''Right-''' 3<br />
* '''Rear-''' 2<br />
* '''Under-''' 2<br />
<br />
<br clear="all" /><br />
<br />
===Muton===<br />
'''Base cost''' (with minimum stats) ''':''' 905<br />
<br />
[[Image:Muton.png|right|framed|Muton]]<br />
Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor<br />
but you also want decent armor.<br />
<br />
====Armour levels====<br />
* '''Front-''' 70<br />
* '''Left-''' 60<br />
* '''Right-''' 60<br />
* '''Rear-''' 50<br />
* '''Under-''' 50<br />
<br />
<br clear="all" /><br />
<br />
===Snakeman===<br />
'''Base cost''' (with minimum stats) ''':''' 605<br />
<br />
[[Image:Snakeman.png|right|framed|Snakeman]]<br />
Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.<br />
<br />
====Armour levels====<br />
* '''Front-''' 40<br />
* '''Left-''' 30<br />
* '''Right-''' 30<br />
* '''Rear-''' 20<br />
* '''Under-''' 20<br />
<br />
<br clear="all" /><br />
<br />
===Ethereal===<br />
'''Base cost''' (with minimum stats) ''':''' 955<br />
<br />
[[Image:Ethereal.png|right|framed|Ethereal]]<br />
Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.<br />
<br />
====Armour levels====<br />
* '''Front-''' 60<br />
* '''Left-''' 50<br />
* '''Right-''' 50<br />
* '''Rear-''' 40<br />
* '''Under-''' 40<br />
<br />
<br clear="all" /><br />
<br />
===Floater===<br />
'''Base cost''' (with minimum stats) ''':''' 615<br />
<br />
[[Image:Floater.png|right|framed|Floater]]<br />
Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up they are excellent for hovering over the enemy and blowing them up.<br />
<br />
====Armour levels====<br />
* '''Front-''' 20<br />
* '''Left-''' 15<br />
* '''Right-''' 15<br />
* '''Rear-''' 10<br />
* '''Under-''' 10<br />
<br />
<br clear="all" /><br />
<br />
===Chryssalid===<br />
'''Base cost''' (with minimum stats) ''':''' 755<br />
<br />
[[Image:Chryssalid.gif|right|framed|Chryssalid]]<br />
<br />
This unit isn't very ideal as a sniper as it's accuracy is hands down terrible. It does have a lot of TU's and energy to start with so you can close in on the enemy very quickly, giving your other troops the distraction you need to finish them them off although using them in this way is not very effective for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons.<br />
<br />
====Armour levels====<br />
* '''Front-''' 55<br />
* '''Left-''' 45<br />
* '''Right-''' 45<br />
* '''Rear-''' 35<br />
* '''Under-''' 35<br />
<br />
<br clear="all" /><br />
<br />
==See Also==<br />
<br />
[[Unit Stats (UFO2000)|Unit Stats]]<br />
<br />
[[Category:UFO2000]]<br />
[[Category:UFO2000 Quick Start Guide]]<br />
[[Category:UFO2000 Units]]</div>Tsunamiatunzen1https://www.ufopaedia.org/index.php?title=Exploiting_Mind_Control&diff=22422Exploiting Mind Control2009-08-23T02:37:01Z<p>Tsunamiatunzen1: /* Resurrect Zombified Agents */</p>
<hr />
<div>'''THIS PAGE IS UNDER CONSTRUCTION'''<br />
<br />
=Mind Control Madness=<br />
==Civilian Traitors==<br />
Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens' turn. This is true even if you mind control a [[Civilian]]. <br />
While saving civilians leads to higher scores, "removing" them from play in this way, then killing them off as aliens removes the risk of a score penalty that would result if the civilians were killed by the aliens.<br />
<br />
==Resurrect Zombified Agents==<br />
also known as: '''Permanent Control of a Chryssalid/Tentaculat'''<br />
<br>To 'rescue' your zombified agent you must [[mind control]]/[[molecular control]] its [[zombie]] form, then shoot it to make it hatch. <br />
The chrysallid/tentaculat that just hatched will appear to be hostile, but don't kill it. Next turn, and for the rest of the mission, it will be controlled by you without additional psionic actions. <br />
If one of your agents got zombified, and you use this trick, you can 'recover' the agent if the chrysallid/tentaculat version of the soldier survives until the end of the mission. The resurrected agent will be back at base. You don't need to create new armor for a 'rescued' agent even though they have been 'killed'.<br />
<br>If your pet chrysallid/tentaculat happens to get zombified, just repeat the steps to gaining permanent control. This action effectively regenerates your pet's health. <br />
However, each time this happens, you lose morale and the counter for the number of X-Com soldiers lost on that mission increases as if it were a different soldier being killed. <br />
So you may go in with 10 soldiers, but leave with 10 and -5 casualties.<br />
You could use this exploit to turn most of your troops into super soldiers but your morale will suffer so much that your psionic/molecular control troops may panic or go berserk if you push it too far. This could end up with you having very few troops under your control and more aliens that you could shake a stick at after you.<br />
<br>This exploit can also be used when civilians get zombified. And, since the terror units have many TU, they make excellent scouts. You could give your pet alien a weapon, but they have terrible throwing and accuracy skills. They do, however, have incredible reactions which makes them deadly if you post them right at the side of a door to shoot anything that comes through. However, if you give your pet a primed high explosive and send them off to scout, they will drop it when they die resulting in an explosion that kills everything in the area (or at least knocks off a good chunk of their health). Zombified civilians cannot be 'drafted' as new soldiers or replace any soldiers killed during the mission.<br />
<br>IMHO, the BEST use of your pet is to use the Alien Inventory exploit and give it a Stun Rod or a Heavy Plasma with a Stun Rod in it. With it's rather insane TU, it can pretty much run up to and stun or kill anything it can see, assuming it isn't killed in mid-sprint. Alternatively, give it a med-kit, since those use a fixed 10 TU per use, and your pet has a LOT of TU, it can become the best doctor in the game... provided they are on the ground and not on top of your ship.<br />
<br />
==My Pet Alien==<br />
Any alien can be your agent's personal escort. Just remember to mind control the alien every turn. When there are large terrorists on a mission, you'll notice that they take up four squares. Each square has its own stats. If you mind control one quadrant, the other three quadrants still stay under alien control. <br />
If you move the large alien, there is a good chance that it will SHOOT ITSELF (if it can) via reaction fire! If the large alien does not shoot itself, you can use up its TU to fire on hostiles, or use it to scout. Once the TU are used up, mind control another quadrant to keep using this alien. You can do this four times. <br />
<br>Alternatively, you can target the other quadrants of the alien and make the terror unit shoot itself. This is a worthwhile tactic to use on Cyberdiscs and Sectopods. <br />
Cyberdiscs explode on death, while the Sectopod has a Laser Auto Shot which can dish out a maximum of 300 points of damage each shot.<br />
<br />
The best use of mind control: scout. If you see someone holding a [[Blaster Launcher]], mind control it and fire, then drop the weapon, rendering a bunch of aliens dead and one harmless if you're lucky.<br />
<br />
==Access the Alien Inventory Screen==<br />
When an alien is mind controlled, you can't directly see their inventory by clicking the inventory button. However, if you switch to a human soldier, and check their inventory, you can use the arrows in the top corner to cycle through '''all''' units.<br />
<br />
<br>'''WARNING''' There is a critical bug which is connected to this exploit. Read about it here: [[Known_Bugs#Alien_Inventory_Stacking_Bug| Alien Inventory Stacking Bug]]<br />
<br />
<br> Use this exploit to change their inventory. You can give them weapons (eg: for [[Reaction Training]]), live grenades, or anything else. Remember to mind control them each turn if you use them as mules.<br />
<br />
==Exponential Mind Control==<br />
Any creature with psionic skill can use a [[Psi-Amp|psionic amplifier]]. <br />
Therefore, you can take control of (e.g.) an Ethereal and then toss it a psi-amp, use the [[Exploits#Access_the_Alien_Inventory_Screen|alien inventory exploit]], and have him pick it up. <br />
Then you can use the Ethereal's psionic talents to take over other aliens. With the right application of psi-amp relay tosses and mind control, this can have an exponential effect of complete control of all the aliens in the very first turn.<br />
<br />
It is even easier to use several high-level Psi troops (80+ Psi Strength & Skill), each with their own Psi-Amp, to create chains of aliens extending across the entire map; each new alien discovered and controlled becomes the forwardmost scout while your troops remain safely at the back of the chain (or even in the transport). <br />
This is easily the single most imbalancing tactic in the game, short of hacking the game files.<br />
<br />
==Zombie's Permanent Control of Aliens via Stunning==<br />
<ol><br />
<li> Mindcontrol any 1x1-sized alien, except Zombies (as these can't be awakened once unconscious).</li><br />
<li> Stun that alien. Stun Bombs from the Small Launcher are the preferred method, because the stun rod depends on alien status to function. (On Windows Version, you can´t use the Stun Rod on friendly units).</li><br />
<li> Revive the alien. You can either wait until the alien recovers on it's own, or use stimulant shots from a Medi-Kit to speed things along.</li><br />
<li> Wait until the start of your next round. After the alien wakes up, it will appear as alien, but this lasts just for your present turn.</li><br />
</ol><br />
<br />
That's it, the alien should now be under permanent X-COM control. You can do anything with an X-COM alien as you can with a normal soldier: Directly access the aliens inventory screen without scrolling through all your guys first. <br />
Arm it and send it in as a advance scout into UFOs. In all practicality, they are yours to do with as you please.</div>Tsunamiatunzen1