Murphy's Laws (X-COM)
Battlescape (UFO Defense)
Soldiers
- If a soldier can miss, it will.
- If a soldier can panic, it will.
- If your soldier holds a primed Proximity Grenade and panics he'll drop it and start running
- If holding any other weapons he'll drop them and run right next to an alien
- If your soldier holds a primed Proximity Grenade and panics he'll drop it and start running
- If a soldier is unarmed, it will get MCed.
- When a member of your squad is mind controlled, his/her accuracy and reactions increase.
- Tthe opposite is true when you mind control an alien
- The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.
- If a soldier can hit an alien, it won't
- If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire
- If a soldier has a Rocket Launcher, he will get MCed while still in the craft
- Your first unit out is always shot down
- Your first unit out is always your commander
- A wounded soldier will die before you find the last alien
- As soon as you get better armor, the aliens get better weapons
- Flares will land where they cannot be picked up
- If your base is attacked, you will always get flares instead of Heavy Plasmas
- You will always end up short of 1 TU to perform the action you wanted to do
- If an alien grenade can explode and take out half or all of your squad, it will
- The soldiers with the worst stats will always be promoted
- When you build the Psi Lab you will always discover that your officers are psi weaklings
- On Ethereal Terror Missions, you will always get the most Sectopods as possible.
Civilians
- If a civilian sees a fire he will run into it
- If a civilian sees an alien he'll move right next to it
- If a civilian can block your line of fire to an alien he will do that
- Civilians will always be attracted towards dropped primed proximity grenades
- Civilians block doorways if you run out of time units before you can reach them
- Civilians will always run towards the aliens
Aliens
- If an alien can miss, it won't
- If an alien can MC you, it will
- Alien commanders will always kill themselves (with their Blaster Launchers) to avoid capture
- If there are Chryssalids, you will get at least one zombified soldier
- You'll never want to know the answer to "why did the Chryssalid cross the road?"
- If a Reaper can get stuck, it will
- If a Cyberdisk can explode on one of your men, it will.
- Unconscious aliens capable of melee attacks wake up when you least expect them to
- If you opened a door and turned left, the aliens are all on the right
- Sectopods will always reaction fire to you
- Aliens are smarter than they look
Geoscape (UFO Defense)
- When you need money the most, some of your funders will stop funding you.
- As soon as you get a new base online, it will be attacked
- As soon as you get lots of money, the aliens will make you spend it all
- Terror sites always appear only at night
- Seas always appear below a crashing UFO
- The first country to drop funding always gave the most money
- X-COM bases are always attacked when the squads are out
- Crashed UFO's never have Elerium
- Landed UFO's will take off before you can get to them
- UFO's will always arrive after your Skyranger is refueling from a two day patrol
- If you have forgotten to save the game for at least 3 missions, the game will crash
- The game will always crash when it is the least convenient
- If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime
- When a base becames operational UFO activity on that area will cease to zero immediately afterwards
- If your craft only has 1 missile left when it shoots it will miss
- Alien UFO scouts will always outrun your Interceptors
Geoscape (Apocalypse)
- If you're almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.
- The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.
- UFOs carrying infiltrators always spawn at the gate you don't have covered.
- Griffon AFV is tough. The road under it is not. The tracks are just for show.
- There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.
- While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.
- Megapol is useless.
- Transtellar is annoying.
- Everyone else is both annoying and useless.
- Transtellar is annoying.
- Government's weekly paycheck will buy you a Lawpistol clip. Maybe two.
- If your base is in a slum, a single stray shot from a light disruptor will destroy it all.
- If your base is in a warehouse, said stray shot will still hit the tile with your agents
- Hoverbike swarm is a good idea. Too bad they'll all get shot down anyway because of sheer dumb luck on the aliens' part.
- Research will always be completed right after when you needed it the most.
- After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.
- People Tubes can collapse from an angry glare.
- You're the only one who has a problem with the aliens. Every other corp has them on neutral.
Battlescape (Apocalypse)
- If your base is raided, there will be as few of your agents spawning as possible.
- Said agents will spawn as far away from the access lift as possible.
- Guess where the scientists will appear.
- Said agents will spawn as far away from the access lift as possible.
- If you're raiding a building, there will always be a retard with a heavy launcher.
- Despite your best efforts, he will manage to fire at least one missile.
- And he will do so even if you're breathing in his face.
- There is no way to avoid the missile and injuries or casualties from it.
- Even if you somehow actually manage to avoid the missile, it'll bring down the building on you.
- There is no way to avoid the missile and injuries or casualties from it.
- And he will do so even if you're breathing in his face.
- Despite your best efforts, he will manage to fire at least one missile.
- That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.
- If an agent in a squad gets attacked by a brainsucker, the rest of the squad won't hit it at point blank range.
- Or they'll fire a missile launcher. Guess the results.
- If you turn around the corner where you think that last alien is hiding, it'll turn out to be half a dozen of Anthropods. All armed to the teeth.
- Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won't be directed at the enemy.
- If someone throws a Boomeroid at an agent, he'll try to run away from it.
- Because it will always turn out that you forgot to set him to aggressive mode.
- If you try to capture a Megaspawn, he'll die before you can stun it.
- You'd wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.
- You'll encounter cloaked and flying Skeletoids much more often than you'd like to.
- Good stuff always comes too late.
- Psi attacks are only successful when they're not necessary.
- Dynamic music always ignores what you're actually doing.
- That agent you sent to scout ahead will always be the one without a motion scanner.
- Every raid is a horrible decision between property damage and greed. Either way, you lose.
- The agent with a Mind Bender won't see the enemy until he's standing right next to it.