Unit:      Speed:   Health: Reactions: Strength: Bravery:  Firing Accuracy: Throwing Accuracy: Psi-Skill:         Psi-Strength:
X-Com      50-60/80 35/60   45/70      30/70     10-70/100 55/120           50-80/120          16-24/100          0-100
Sectoid    54-62    30      63-78      31        80        45               58                 40-58              50-69
Floater    50-69    40      50-81      40-51     80        51.5             58-65              0                  35-52
Snakeman   40-52    50      45-80      47-50     80        50               65                 0                  40-58
Ethereal   68-79    55      75-93      48-52     80        64.5             80                 40-46;45-52;50-58  50-58;60-70;65-75
Muton      56-64    125     60-74      70-75     80        46.5             62                 0                  25-29
Chryssalid 110-127  96      70-86      110-118   100       0                0                  0                  50-69
Celatid    70-81    62      40-49      70-75     90        87               0                  0                  60-69
Silacoid   40-46    114     40-49      70-75     100       0                0                  0                  80-92
Reaper     62-71    148     64-79      90-97     90        0                0                  0                  35-40
Sectopod   62-71    96      64-79      90-97     110       50               0                  0                  100-116
Cyberdisc  62-71    120     64-79      90-97     110       50               0                  0                  100-116
Zombie     40       84      40         84        110       0                0                  0                  80

Natural Weapon:    Damage:  ROF:  Accuracy:  Type:
Reaper melee       90-97    15TU  80-92%     Melee
Cyberdisc snap     130      30%   75%        Plasma
Cyberdisc aimed    130      60%   110%       Plasma
Chryssalid melee   110-118  15TU  80%        Melee
Chryssalid zombify 9999999  15TU  100%       n/a
Zombie attack      84       15TU  80%        Melee
Sectopod snap      100      30%   75%        Laser
Sectopod auto      100      35%   50%        Laser
Sectopod aimed     100      60%   110%       Laser
Celatid snap       140      30%   75%        Acid
Celatid aimed      140      60%   110%       Acid
Silacoid melee     70-75    15TU  92%        Melee

=======================
Special notes: (for armor/damage multipliers see ArmorTypes.txt)

Floater:
Rank matters when fighting Floaters. Floater Leaders and Commanders have much better stats than the other ranks, especially concerning Firing, Reactions and Armor.

Snakeman:
No medic rank. Use Soldiers instead.
They don't lay eggs during the mission, despite the autopsy report.

Ethereal:
No Navigator, Engineer or Medic rank. Use Leaders instead.
Should they all be imune to MC, or just the high level ones (if we're having different level ones)?

Muton:
Very high Health (may survive a high explosive at full health)
Mr. Angry Red Suit as seen in the opening animation is the only Muton Commander in the game, there are no other Muton Leaders, Commanders, or even Medics. Muton soldiers will be used instead. (So, if you see a Red Suited Muton while playing, stun it! That's the commander!) THEREFORE, do not waste time trying to capture a commander during Muton Battleship Assaults or Base Assaults.
//edm: is there really ever a red suit? Don't think there's a graphic, but maybe the game swaps the colours - we certainly can!

Zombie:
Killing blow with flames prevents Chryssalid hatching.
Won't hatch on it's own in X-Com, but 'eye-witness accounts' say otherwise. We can do what we like in RA2.

Sectopod:
We will make him immune to MC because of high psi-strength.
Can (albeit rarely) survive a blaster bomb!

Cyberdisc
We will make him immune to MC because of high psi-strength.

Celatid:
They don't clone themselves during the mission, despite the autopsy report.
They don't detect humans during the mission, despite the live report.
Acid spit follows grenade-like trajectory
Good versus buildings.

Silacoid:
I think we should make this immune to MC.
Burns the ground as it moves.

======================
Stat Notes:

Speed:
Reloading: 15TU
Moving:    4TU per UFO tile (increased by difficult terrain)

Strength: Affects encumbrance and throwing distance of grenades

Firing Accuracy:
Base Chance To Hit = Firing Accuracy * Weapon Firing Mode Accuracy
Kneeling: +15%
======================
Rank:
Rookie
Squaddie (single pip)
Sergeant (triple pip)
Captain - only in SP?
Colonel - will be our hero unit
Commander - only in SP?

Rank does not improve stats in UFO, but in UFO you gain little and often for your stats.
In RA2 we will use normal promotion rules.
Aliens will not get promoted.
With rank increase, need to provide Health, Speed, ROF, Damage, Bravery. Although if you can only ever get 1 of each then will need to distribute:
Look at RA2 promotions but suspect we will want
Veteran= ROF, Sight, Damage, Health, Bravery
Elite=Speed, new weapon to bump damage and rof
======================
Weapon/damage - gonna start translating now, it's too much crap to record UFO values.
I'm using UFO snap shot accuracy * UFO ammo damage. BUT WE NEED TO FACTOR IN UNIT ACCURACY

DPB = Damage per bullet
Cost includes weapon + 1 clip

Weapon:						DPB:	ROF:	Cost	Ammo:	Burst:	Special:
Rifle (AP) snap				18		25%		3200	20
Rifle (AP) aimed			33		80%		3200	20
Auto Cannon (AP) auto		13.44	40%		14000	14		3
Auto Cannon (AP) aimed		34.44	40%		14000	14		3
Heavy Cannon (IN) snap		36		33%		6800	6
Heavy Cannon (IN) aimed		54		80%		6800	6
Rocket Launcher (HE) snap	55		45%		4900	1				Slower unit
Rocket Launcher (HE) aimed	115		75%		4900	1				Slower unit
Stun Rod (stun)				65		30%		1260
Grenade (HE)				50		25%		600		1				long reload time (50%)
High Explosive (HE)			
Medi-kit							10TU									
Laser Pistol snap			
Laser Pistol aimed			
Laser Rifle snap			
Laser Rifle aimed			
Heavy Laser snap			
Heavy Laser aimed			
Plasma Pistol snap			
Plasma Pistol aimed			
Plasma Rifle snap			
Plasma Rifle aimed			
Heavy Plasma snap			
Heavy Plasma aimed			
Blaster Launcher (HE)		
Small Launcher (stun)		
Alien Grenade (HE)			
Psi-Amp panic						25TU
Psi-Amp mind control				25TU


Give access to LOADS a stuff, don't remove anything (just like UFO)

Left hand side:		Right hand side: (use blank, duplicate fillers if necessary)
Engineer			Scientist
Pistol				Plasma Pistol
Rifle				Plasma Rifle
Auto Cannon			Heavy Plasma
Rocket Launcher		Blaster Launcher
Grenade				Alien Grenade
Stun Rod			Small Launcher
Incendiary			
Laser Pistol		
Laser Rifle			
Heavy Laser			
Medi-Kit

Unit armor starts as shirt then upgrades to personal then power suit
Flying suit is optional and duplicates all infantry

Nah, that's not in the RA2 style.

Engineer					Scientist
Rifle						Auto Cannon
Incendiary					Rocket Launcher
Grenade						Stun Rod
Medi-kit					Laser Rifle* > Heavy*
Plasma Rifle* > Heavy*		Blaster Launcher*
Alien Grenade*				Small Launcher*
Psi-Amp						Flying Suit w/ Laser
Flying Suit w/ Plasma

Unless there's some other way to deal with flying suits...
An upgrade building that units can go to to upgrade?
Elite units gain flying suit?

======================

Alien ranks - soldier, leader, commander
X-Com ranks - solder, sergeant, commander

Alien hero = Muton Supreme Commander (red suit)
X-Com hero = Samantha Carter + clone


Alien units:
Sectoid w/ plasma pistol [basic/crew]
Floater w/ plasma rifle [medium tough, always? flying, tiny buit faster as befitting a flying unit]
Snakeman w/ plasma rifle [tough tough, but slower]
Muton w/ heavy plasma, alien grenade [uber tough]
Ethereal w/ panic/mc [tough tough, fast]