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		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=66217</id>
		<title>Abilities List (Long War)</title>
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		<updated>2015-07-01T14:13:44Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
{{TOC hidden}}&lt;br /&gt;
&lt;br /&gt;
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. &lt;br /&gt;
&lt;br /&gt;
==Dev commentary==&lt;br /&gt;
From Amineri, regarding Mayhem (Oct 11, 2014):&lt;br /&gt;
&lt;br /&gt;
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.&lt;br /&gt;
&lt;br /&gt;
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon&#039;s base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.&lt;br /&gt;
&lt;br /&gt;
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.&lt;br /&gt;
&lt;br /&gt;
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.&lt;br /&gt;
&lt;br /&gt;
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&lt;br /&gt;
===Absorption Fields===&lt;br /&gt;
    {{Absorption Fields (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Adrenaline Surge ===&lt;br /&gt;
    {{Adrenaline Surge (Long War) |align=left |text=1}}&lt;br /&gt;
===Advanced Fire Control ===&lt;br /&gt;
    {{Advanced Fire Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]&lt;br /&gt;
===Aggression  ===&lt;br /&gt;
    {{Aggression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Automated Threat Assessment ===&lt;br /&gt;
    {{Automated Threat Assessment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Battle Scanner ===&lt;br /&gt;
    {{Battle Scanner (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Body Shield ===&lt;br /&gt;
    {{Body Shield (Long War)|align=left |text=1}}&lt;br /&gt;
===Bombard ===&lt;br /&gt;
    {{Bombard (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Bring Em On ===&lt;br /&gt;
    {{Bring Em On (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Combat Specialist ===&lt;br /&gt;
    {{Close Combat Specialist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Encounters ===&lt;br /&gt;
    {{Close Encounters (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Collateral Damage ===&lt;br /&gt;
    {{Collateral Damage (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Combat Drugs ===&lt;br /&gt;
    {{Combat Drugs (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Concealment ===&lt;br /&gt;
    {{Concealment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]]&lt;br /&gt;
===Covering Fire ===&lt;br /&gt;
    {{Covering Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Damage Control ===&lt;br /&gt;
    {{Damage Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]&lt;br /&gt;
===Damn Good Ground ===&lt;br /&gt;
    {{Damn Good Ground (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Danger Zone ===&lt;br /&gt;
    {{Danger Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===Deadeye ===&lt;br /&gt;
    {{Deadeye (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]],  [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Dense Smoke ===&lt;br /&gt;
    {{Dense Smoke (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &lt;br /&gt;
===Disabling Shot ===&lt;br /&gt;
    {{Disabling Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Double Tap ===&lt;br /&gt;
    {{Double Tap (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Executioner  ===&lt;br /&gt;
    {{Executioner (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]   &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Extra Conditioning ===&lt;br /&gt;
    {{Extra Conditioning (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Field Medic ===&lt;br /&gt;
    {{Field Medic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Field Surgeon ===&lt;br /&gt;
    {{Field Surgeon (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Fire In The Hole ===&lt;br /&gt;
    {{Fire In The Hole (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Fire Rocket ===&lt;br /&gt;
    {{Fire Rocket (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Flush  ===&lt;br /&gt;
    {{Flush (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Grenadier  ===&lt;br /&gt;
    {{Grenadier (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],&lt;br /&gt;
===Gunslinger  ===&lt;br /&gt;
    {{Gunslinger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&lt;br /&gt;
===HEAT Ammo ===&lt;br /&gt;
    {{HEAT Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]],  [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===HEAT Warheads ===&lt;br /&gt;
    {{HEAT Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]  , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Hit And Run ===&lt;br /&gt;
    {{Hit And Run (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Holo-Targeting ===&lt;br /&gt;
    {{Holo-Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===In The Zone ===&lt;br /&gt;
    {{In The Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]&lt;br /&gt;
===Javelin Rockets ===&lt;br /&gt;
    {{Javelin Rockets (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Jetboot Module ===&lt;br /&gt;
    {{Jetboot Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Killer Instinct ===&lt;br /&gt;
    {{Killer Instinct (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]]&lt;br /&gt;
===Light Em Up ===&lt;br /&gt;
    {{Light Em Up (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Lightning Reflexes ===&lt;br /&gt;
    {{Lightning Reflexes (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Lock N Load ===&lt;br /&gt;
    {{Lock N Load (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Lone Wolf ===&lt;br /&gt;
    {{Lone Wolf (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Low Profile ===&lt;br /&gt;
    {{Low Profile (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Mayhem  ===&lt;br /&gt;
    {{Mayhem (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] &lt;br /&gt;
===One For All ===&lt;br /&gt;
    {{One For All (Long War) |align=left |text=1}}&lt;br /&gt;
===Opportunist  ===&lt;br /&gt;
    {{Opportunist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Packmaster  ===&lt;br /&gt;
    {{Packmaster (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Paramedic  ===&lt;br /&gt;
    {{Paramedic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Platform Stability ===&lt;br /&gt;
    {{Platform Stability (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Precision Shot ===&lt;br /&gt;
    {{Precision Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Ranger  ===&lt;br /&gt;
    {{Ranger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Rapid Fire ===&lt;br /&gt;
    {{Rapid Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Rapid Reaction ===&lt;br /&gt;
    {{Rapid Reaction (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]&lt;br /&gt;
===Reactive Targeting Sensors ===&lt;br /&gt;
    {{Reactive Targeting Sensors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Ready For Anything ===&lt;br /&gt;
    {{Ready For Anything (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Repair  ===&lt;br /&gt;
    {{Repair (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Repair Servos ===&lt;br /&gt;
    {{Repair Servos (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Resilience  ===&lt;br /&gt;
    {{Resilience (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]&lt;br /&gt;
===Revive  ===&lt;br /&gt;
    {{Revive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Run and Gun ===&lt;br /&gt;
    {{Run and Gun (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]],  [[Marauder_(Long_War)|Marauder]]&lt;br /&gt;
===Sapper  ===&lt;br /&gt;
    {{Sapper (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Savior  ===&lt;br /&gt;
    {{Savior (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel  ===&lt;br /&gt;
    {{Sentinel (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel Module ===&lt;br /&gt;
    {{Sentinel Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Sharpshooter  ===&lt;br /&gt;
    {{Sharpshooter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Shock Absorbent Armor ===&lt;br /&gt;
    {{Shock Absorbent Armor (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Shock And Awe ===&lt;br /&gt;
    {{Shock And Awe (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Shredder Ammo ===&lt;br /&gt;
    {{Shredder Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Smoke And Mirrors ===&lt;br /&gt;
    {{Smoke And Mirrors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Smoke Grenade ===&lt;br /&gt;
    {{Smoke Grenade (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Snapshot  ===&lt;br /&gt;
    {{Snapshot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Sprinter ===&lt;br /&gt;
    {{Sprinter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Squadsight  ===&lt;br /&gt;
    {{Squadsight (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Steadfast  ===&lt;br /&gt;
    {{Steadfast (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Suppression  ===&lt;br /&gt;
    {{Suppression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]],&lt;br /&gt;
===Tactical Sense ===&lt;br /&gt;
    {{Tactical Sense (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]],&lt;br /&gt;
===Tandem Warheads ===&lt;br /&gt;
    {{Tandem Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Vital Point Targeting ===&lt;br /&gt;
    {{Vital Point Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]],  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Will To Survive===&lt;br /&gt;
    {{Will To Survive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(see also: [[Gene_Mods_%28Long_War%29|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adaptive Bone Marrow===&lt;br /&gt;
    {{Adaptive Bone Marrow (Long War) |align=left |text=1}}&lt;br /&gt;
===Adrenal Neurosympathy===&lt;br /&gt;
    {{Adrenal Neurosympathy (Long War) |align=left |text=1}}&lt;br /&gt;
===Bioelectric Skin ===&lt;br /&gt;
    {{Bioelectric Skin (Long War)|align=left |text=1}}&lt;br /&gt;
===Depth Perception ===&lt;br /&gt;
    {{Depth Perception (Long War) |align=left |text=1}}&lt;br /&gt;
===Hyper-Reactive Pupils ===&lt;br /&gt;
    {{Hyper-Reactive Pupils (Long War) |align=left |text=1}}&lt;br /&gt;
===Iron Skin ===&lt;br /&gt;
    {{Iron Skin (Long War) |align=left |text=1}}&lt;br /&gt;
===Muscle Fiber Density ===&lt;br /&gt;
    {{Muscle Fiber Density (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Damping ===&lt;br /&gt;
    {{Neural Damping (Long War) |align=left |text=1}}&lt;br /&gt;
===Secondary Heart ===&lt;br /&gt;
    {{Secondary Heart (Long War) |align=left |text=1}}&lt;br /&gt;
===Smart Macrophages ===&lt;br /&gt;
    {{Smart Macrophages (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Officers (Long War)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Band Of Warriors ===&lt;br /&gt;
    {{Band Of Warriors (Long War)|align=left |text=1}}&lt;br /&gt;
===Combined Arms ===&lt;br /&gt;
    {{Combined Arms (Long War) |align=left |text=1}}&lt;br /&gt;
===Command===&lt;br /&gt;
    {{Command (Long War) |align=left |text=1}}&lt;br /&gt;
===Esprit De Corps ===&lt;br /&gt;
    {{Esprit De Corps (Long War) |align=left |text=1}}&lt;br /&gt;
===Fortiores Una ===&lt;br /&gt;
    {{Fortiores Una (Long War) |align=left |text=1}}&lt;br /&gt;
===Into The Breach ===&lt;br /&gt;
    {{Into The Breach (Long War) |align=left |text=1}}&lt;br /&gt;
===Lead By Example ===&lt;br /&gt;
    {{Lead By Example (Long War) |align=left |text=1}}&lt;br /&gt;
===Legio Patria Nostra ===&lt;br /&gt;
    {{Legio Patria Nostra (Long War) |align=left |text=1}}&lt;br /&gt;
===So Others May Live ===&lt;br /&gt;
    {{So Others May Live (Long War) |align=left |text=1}}&lt;br /&gt;
===So Shall You Fight ===&lt;br /&gt;
    {{So Shall You FIght (Long War) |align=left |text=1}}&lt;br /&gt;
===Semper Vigilans ===&lt;br /&gt;
    {{Semper Vigilans (Long War) |align=left |text=1}}&lt;br /&gt;
===Stay Frosty ===&lt;br /&gt;
    {{Stay Frosty (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Psionic_(Long_War)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Distortion Field ===&lt;br /&gt;
    {{Distortion Field (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Control ===&lt;br /&gt;
    {{Mind Control (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Merge ===&lt;br /&gt;
    {{Mind Merge (Long War) |align=left |text=1}}&lt;br /&gt;
===Mindfray ===&lt;br /&gt;
    {{Mindfray (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Feedback ===&lt;br /&gt;
    {{Neural Feedback (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Inspiration ===&lt;br /&gt;
    {{Psi Inspiration (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Panic ===&lt;br /&gt;
    {{Psi Panic (Long War) |align=left |text=1}}&lt;br /&gt;
===Psychokinetic Strike ===&lt;br /&gt;
    {{Psychokinetic Strike (Long War) |align=left |text=1}}&lt;br /&gt;
===Pyrokinesis ===&lt;br /&gt;
    {{Pyrokinesis (Long War) |align=left |text=1}}&lt;br /&gt;
===Regen Biofield ===&lt;br /&gt;
    {{Regen Biofield (Long War) |align=left |text=1}}&lt;br /&gt;
===Rift  ===&lt;br /&gt;
    {{Rift (Long War) |align=left |text=1}}&lt;br /&gt;
===Telekinetic Field ===&lt;br /&gt;
    {{Telekinetic Field (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Pyrokinesis_(Long_War)&amp;diff=66216</id>
		<title>Template:Pyrokinesis (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Pyrokinesis_(Long_War)&amp;diff=66216"/>
		<updated>2015-07-01T14:12:15Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: Created page with &amp;quot;Pyrokinesis&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &amp;#039;&amp;#039;&amp;#039;Pyrokinesis&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;{{#if...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pyrokinesis.png|32px|{{{align|center}}}|Pyrokinesis]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Pyrokinesis|Pyrokinesis]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Ignite fires at the target location. Does not cause injuries. Imposes +12 hours postmission fatigue for psi soldiers.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=66215</id>
		<title>Psionic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=66215"/>
		<updated>2015-07-01T14:10:42Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
&#039;&#039;&#039;Psi powers&#039;&#039;&#039; have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;Class icons&amp;quot; widths=&amp;quot;64px&amp;quot; heights=&amp;quot;64px&amp;quot; &amp;gt;&lt;br /&gt;
File: PSIONIC ASSAULT.png|Assault&lt;br /&gt;
File: Psionic Infantry (Long War).png|Infantry&lt;br /&gt;
File: PSIONIC HEAVY.png|Gunner&lt;br /&gt;
File: Psionic Rocketeer (Long War).png|Rocketeer&lt;br /&gt;
File: Psionic Scout (Long War).png|Scout&lt;br /&gt;
File: PSIONIC SNIPER.png|Sniper&lt;br /&gt;
File: Psionic Engineer (Long War).png|Engineer&lt;br /&gt;
File: PSIONIC SUPPORT.png|Medic&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Psi-abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Psionic Ability&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Awakened&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Mindfray (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sensitive&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{Distortion Field (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{Psi Inspiration (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Talent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{Psi Panic (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Mind Merge (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Telekinetic Field (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psion&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Mind Control (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Rift (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and soldiers with the Neural Damping gene mod are unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers or MEC troopers.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
&lt;br /&gt;
By default, only Mindfray is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are now more effective based on the will score of the caster. For instance, Mind Merge will add (will/60) damage reduction to the target.&lt;br /&gt;
&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
&lt;br /&gt;
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. &lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo additional Psi Training (&#039;extra&#039; Psi XP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and its success is affected by the tester&#039;s will score. &lt;br /&gt;
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current Psi XP level and cap in their Barracks profile. &lt;br /&gt;
&lt;br /&gt;
===Psi Ranks and XP gain===&lt;br /&gt;
&lt;br /&gt;
In Long War Psi XP is for the most part awarded passively only after a successful mission. It can also be gained by resisting Psi attacks. Thus, the more missions a soldiers completes, the faster s/he will unveil the mystery behind his/her psionic powers. Each Psi ability from the same Psi Rank provides the same passive gain. The experience gain is cumulative across all abilities learned.&lt;br /&gt;
The table below shows that a soldier gains a new Psi Rank approximately for 5 completed missions. Thus, to achieve the final rank of Master you should require approximately 30 missions per soldier. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A Neuroregulator that provides +10 will and +30% Psi XP gain can speed up Psi Advancement and save the soldier a couple of missions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;| Psi ranks and Psi XP gain &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30%&amp;quot;| Name !! width=&amp;quot;10%&amp;quot;|{{ XP (Long War)}} &#039;&#039;&#039;to level&#039;&#039;&#039; !! width=&amp;quot;40%&amp;quot;|{{XP (Long War)}} &#039;&#039;&#039;per ability&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot;|&#039;&#039;&#039;Type of gain&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot;|&#039;&#039;&#039;Total passive gain per mission&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Mind_Shield.png|40px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Resist Psi Attack&#039;&#039;&#039; || N/A ||10 Psi XP per application || Active || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CLASS PSIONIC.png|40px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Basic Exposure&#039;&#039;&#039; || N/A|| 20 Psi XP per successful mission || Passive || 20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CLASS PSIONIC.png|40px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Awakened&#039;&#039;&#039;||100|| 10 Psi XP per successful mission || Passive || 30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CLASS PSIONIC.png|40px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sensitive&#039;&#039;&#039; ||250|| 20 Psi XP per successful mission || Passive|| 50&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CLASS PSIONIC.png|40px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Talent&#039;&#039;&#039; || 500 || 20 Psi XP per successful mission || Passive || 70&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CLASS PSIONIC.png|40px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039; || 850 || 30 Psi XP per successful mission || Passive || 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CLASS PSIONIC.png|40px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Psion&#039;&#039;&#039; || 1350 || 30 Psi XP per successful mission || Passive || 130&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CLASS PSIONIC.png|40px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Master*&#039;&#039;&#039; || 2000 || None || Passive || -&lt;br /&gt;
|}&lt;br /&gt;
* Must also mind control an Ethereal at any point.&lt;br /&gt;
&lt;br /&gt;
=== Success rate ===&lt;br /&gt;
&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s will and the level. If the target will for the level is equal to the soldier&#039;s will, the chance is 45%. It increases asymptotically to 100% at infinite will and drops to 0% at 0 will.&lt;br /&gt;
&lt;br /&gt;
The target will values are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
=== Effects on fatigue ===&lt;br /&gt;
&lt;br /&gt;
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others -  even those in the same tier.&lt;br /&gt;
&lt;br /&gt;
== In-game application of powers ==&lt;br /&gt;
&lt;br /&gt;
*Only one power from Psi rank can be chosen. Note that some powers cannot be cast on the same target (i.e.: an Inspired soldier cannot be Merged with). Be mindful that several powers are passive abilities.&lt;br /&gt;
*In order to unlock most powers, it is necessary to complete some research or achieve some feats in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;85%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;12%&amp;quot; align=&amp;quot;center&amp;quot; | Psionic Ability&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot;| Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC MINDFRAY.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; || None || If successful, deals 1 damage to the target and applies a &#039;Hallucinations&#039; status effect that reduces the victim&#039;s will, aim, and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural_Feedback.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; || None || Causes damage to the psi attacker (much less than in vanilla) and puts all their psi attacks on cool down. Is always on and also provides protection to nearby allies. Damage scales with will difference between psi attacker and psi defender.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Regen_Biofield.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Regen Biofield&#039;&#039;&#039; || Thin Man Interrogation || Like the Elite EXALT Medic&#039;s ability, provides +1 HP regeneration and has a 50% chance to cure acid or reduce panic duration (separate rolls) to all ally units within 3 tiles of the Psionic Trooper. It triggers only if an ally is wounded beyond bonus armor HP.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC PSIINSPIRATION.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || Sectoid Interrogation || Psi Inspiration removes all harmful mental effects (panic, hallucination, fallen comrades penalty) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Distortion_Field.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Distortion Field&#039;&#039;&#039; || Muton Interrogation || Works the same as the vanilla MEC ability, that is, provides +10 defense to all units within 4 tiles of the Psionic Trooper. Is always on. However, watch out for grenade-bait formations.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Mind merge &#039;&#039;&#039; || Sectoid Commander Autopsy || Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user&#039;s Will. It also grants increased critical hit chance and a will bonus, which also scales with the mind merge caster&#039;s will. Mind merge can&#039;t be applied to psionically active targets such as soldiers with Psi Inspiration buff or those who are already mind merged. Especially effective in combination with Pulse Laser weapons and SCOPEs, which can both provide critical hit chance boosts as well.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC PANIC.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || Sectoid Commander Interrogation || Cause target to panic, if the target&#039;s Will check is failed. Robotic enemies are immune with the exception of the [[Mechtoid (EU2012)|Mechtoids]]. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it&#039;s now a reliable two turn disable. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC PSIDRAIN.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Psychokinetic Strike&#039;&#039;&#039; || Berserker Interrogation || A cover-destroying, free-aimed psionic attack. AoE &#039;&#039;trigger&#039;&#039; field about the size of a grenade&#039;s blast, any destructible item that is even partially in the field is &#039;&#039;entirely&#039;&#039; destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC TELEKINETICFIELD.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || Ethereal Autopsy || Same as vanilla: +40 defense in a wide radius, centered on the caster, reveals [[Seeker (EU2012)|Seekers]]. As with Distortion Field, beware of grenades and other area attacks.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC MINDCONTROL.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || Ethereal Interrogation || Same as vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while under Mind Control.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC RIFT.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039; || Ethereal Mind Control || A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
*&#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; vs &#039;&#039;&#039;Regen Biofield&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;&lt;br /&gt;
Mindfray could be a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their aoe abilities. It also exposes the target for further psionic attacks. Neural Feedback on a high will soldier can do significant damage to psionic enemies and protect the squad from falling victim to further psionic abilities. Regen Biofield is another passive ability focused on having a chance to remove status effects and heal non-armor HP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distortion Field&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;&lt;br /&gt;
Distortion Field is a passive ability that applies +10 defense to soldiers other than the psion in the area. Psi Inspiration is a great defensive buff, which eliminates negative will effects, but could also be a great tactical reactive tool to bring panicking soldiers back under your control.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;&lt;br /&gt;
Psi Panic is an excellent way to disable key aliens when (read: not &amp;quot;if&amp;quot;) you get overwhelmed, while Mind Merge can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; vs &#039;&#039;&#039;Psychokinetic Strike&#039;&#039;&#039;&lt;br /&gt;
Two very good abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range soldiers. PK Strike can turn any soldier in to an ersatz Sapper Engineer, or can be used when you don&#039;t want to blow a rocket or grenade on some cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regen Double Dip MC&#039;&#039;&#039;&lt;br /&gt;
If you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suit up for the Rift&#039;&#039;&#039;&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP&lt;br /&gt;
* Have previously mind controlled an Ethereal&lt;br /&gt;
* Successfully completed the training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear Vortex Armor into battle. Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlling an Ethereal ===&lt;br /&gt;
&lt;br /&gt;
Base ethereal will is 135 on normal/classic, 155 on brutal, and 160 on impossible (they gain +15 will with their regen upgrade).&lt;br /&gt;
&lt;br /&gt;
Ethereals gain +55 will at max research (1200 days in, the first +15 increase is at 420 days).&lt;br /&gt;
&lt;br /&gt;
Ethereal pod leaders can also gain another +70 will.&lt;br /&gt;
&lt;br /&gt;
In order for MC to have a 50% chance of succeeding your psionic soldier must have 30 more will (buffs included) than the target.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Pyrokinesis.png&amp;diff=66214</id>
		<title>File:Pyrokinesis.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Pyrokinesis.png&amp;diff=66214"/>
		<updated>2015-07-01T14:09:35Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: Pyrokinesis psi ability; please replace by a better image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pyrokinesis psi ability; please replace by a better image.&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=66213</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=66213"/>
		<updated>2015-07-01T13:00:29Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
== Officer ranks ==&lt;br /&gt;
When an officer is promoted, one of two perks can be chosen for them. This selection is permanent, but a different perk can be chosen for every officer.&lt;br /&gt;
&lt;br /&gt;
Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
&lt;br /&gt;
Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
&lt;br /&gt;
Officers recover slower from post-battle fatigue. The additional time is 12 hours per officer rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Officer Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank and prior ranks. Purchasing these upgrades costs money and requires a certain number of total soldier ranks (where a Specialist counts as one, a Lance Corporal as two, and so on). When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| Officer upgrades&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Name !! width=&amp;quot;10%&amp;quot;| &#039;&#039;&#039;Required ranks&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot;|&#039;&#039;&#039;Cost&#039;&#039;&#039; !! width=&amp;quot;30%&amp;quot;|&#039;&#039;&#039;Unlocked billets&#039;&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Tactical officers &#039;&#039;&#039;|| 20 || §100 || 3x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Company officers &#039;&#039;&#039;|| 45 || §200 || 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Field officers &#039;&#039;&#039;|| 75 || §300 || 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Regimental officers &#039;&#039;&#039;|| 110 || §400 || 2x COL, 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Commanding officer &#039;&#039;&#039;|| 150 || §500 || 1x CMDR, 1x COL, 1x MAJ, 1x CAPT, 1x LT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total number of billets unlocked:&#039;&#039;&#039; 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Amaciel81&amp;diff=66166</id>
		<title>User talk:Amaciel81</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Amaciel81&amp;diff=66166"/>
		<updated>2015-06-30T00:33:16Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: Created page with &amp;quot;I create an entry to Command ability for b15e; but it needs a better icon; please replace it as soon as possible.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I create an entry to Command ability for b15e; but it needs a better icon; please replace it as soon as possible.&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=66165</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=66165"/>
		<updated>2015-06-30T00:31:27Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
== Officer ranks ==&lt;br /&gt;
When an officer is promoted, one of two perks can be chosen for them. This selection is permanent, but a different perk can be chosen for every officer.&lt;br /&gt;
&lt;br /&gt;
Each officer level grants one [[Command (Long War)|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
&lt;br /&gt;
Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
&lt;br /&gt;
Officers recover slower from post-battle fatigue. The additional time is 12 hours per officer rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Officer Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank and prior ranks. Purchasing these upgrades costs money and requires a certain number of total soldier ranks (where a Specialist counts as one, a Lance Corporal as two, and so on). When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| Officer upgrades&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Name !! width=&amp;quot;10%&amp;quot;| &#039;&#039;&#039;Required ranks&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot;|&#039;&#039;&#039;Cost&#039;&#039;&#039; !! width=&amp;quot;30%&amp;quot;|&#039;&#039;&#039;Unlocked billets&#039;&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Tactical officers &#039;&#039;&#039;|| 20 || §100 || 3x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Company officers &#039;&#039;&#039;|| 45 || §200 || 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Field officers &#039;&#039;&#039;|| 75 || §300 || 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Regimental officers &#039;&#039;&#039;|| 110 || §400 || 2x COL, 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Commanding officer &#039;&#039;&#039;|| 150 || §500 || 1x CMDR, 1x COL, 1x MAJ, 1x CAPT, 1x LT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total number of billets unlocked:&#039;&#039;&#039; 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=66164</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=66164"/>
		<updated>2015-06-30T00:29:08Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
== Officer ranks ==&lt;br /&gt;
When an officer is promoted, one of two perks can be chosen for them. This selection is permanent, but a different perk can be chosen for every officer.&lt;br /&gt;
&lt;br /&gt;
Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
&lt;br /&gt;
Officers recover slower from post-battle fatigue. The additional time is 12 hours per officer rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Officer Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank and prior ranks. Purchasing these upgrades costs money and requires a certain number of total soldier ranks (where a Specialist counts as one, a Lance Corporal as two, and so on). When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| Officer upgrades&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Name !! width=&amp;quot;10%&amp;quot;| &#039;&#039;&#039;Required ranks&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot;|&#039;&#039;&#039;Cost&#039;&#039;&#039; !! width=&amp;quot;30%&amp;quot;|&#039;&#039;&#039;Unlocked billets&#039;&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Tactical officers &#039;&#039;&#039;|| 20 || §100 || 3x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Company officers &#039;&#039;&#039;|| 45 || §200 || 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Field officers &#039;&#039;&#039;|| 75 || §300 || 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Regimental officers &#039;&#039;&#039;|| 110 || §400 || 2x COL, 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Commanding officer &#039;&#039;&#039;|| 150 || §500 || 1x CMDR, 1x COL, 1x MAJ, 1x CAPT, 1x LT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total number of billets unlocked:&#039;&#039;&#039; 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Command_(Long_War)&amp;diff=66163</id>
		<title>Template:Command (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Command_(Long_War)&amp;diff=66163"/>
		<updated>2015-06-30T00:26:50Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Command.png|32px|{{{align|center}}}|Command]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Command|Command]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Grant a yellow move to an XCOM soldier in sight ranger whose turn is complete. Cannot be used on soldiers on Overwatch, who have Steadied their weapon, who have Hunkered Down or used One For All. Four-turn cooldown.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Command_(Long_War)&amp;diff=66162</id>
		<title>Template:Command (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Command_(Long_War)&amp;diff=66162"/>
		<updated>2015-06-30T00:24:31Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: Created page with &amp;quot;===Command ===     {{Command (Long War) |align=left |text=1}}  Command&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &amp;#039;&amp;#039;&amp;#039;Abilities...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command ===&lt;br /&gt;
    {{Command (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
[[File:Command.png|32px|{{{align|center}}}|Command]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Command|Command]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Grant a yellow move to an XCOM soldier in sight ranger whose turn is complete. Cannot be used on soldiers on Overwatch, who have Steadied their weapon, who have Junkered Down or used One For All. Four-turn cooldown.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=66161</id>
		<title>Abilities List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=66161"/>
		<updated>2015-06-30T00:23:55Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
{{TOC hidden}}&lt;br /&gt;
&lt;br /&gt;
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. &lt;br /&gt;
&lt;br /&gt;
==Dev commentary==&lt;br /&gt;
From Amineri, regarding Mayhem (Oct 11, 2014):&lt;br /&gt;
&lt;br /&gt;
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.&lt;br /&gt;
&lt;br /&gt;
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon&#039;s base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.&lt;br /&gt;
&lt;br /&gt;
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.&lt;br /&gt;
&lt;br /&gt;
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.&lt;br /&gt;
&lt;br /&gt;
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&lt;br /&gt;
===Absorption Fields===&lt;br /&gt;
    {{Absorption Fields (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Adrenaline Surge ===&lt;br /&gt;
    {{Adrenaline Surge (Long War) |align=left |text=1}}&lt;br /&gt;
===Advanced Fire Control ===&lt;br /&gt;
    {{Advanced Fire Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]&lt;br /&gt;
===Aggression  ===&lt;br /&gt;
    {{Aggression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Automated Threat Assessment ===&lt;br /&gt;
    {{Automated Threat Assessment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Battle Scanner ===&lt;br /&gt;
    {{Battle Scanner (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Body Shield ===&lt;br /&gt;
    {{Body Shield (Long War)|align=left |text=1}}&lt;br /&gt;
===Bombard ===&lt;br /&gt;
    {{Bombard (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Bring Em On ===&lt;br /&gt;
    {{Bring Em On (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Combat Specialist ===&lt;br /&gt;
    {{Close Combat Specialist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Encounters ===&lt;br /&gt;
    {{Close Encounters (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Collateral Damage ===&lt;br /&gt;
    {{Collateral Damage (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Combat Drugs ===&lt;br /&gt;
    {{Combat Drugs (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Concealment ===&lt;br /&gt;
    {{Concealment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]]&lt;br /&gt;
===Covering Fire ===&lt;br /&gt;
    {{Covering Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Damage Control ===&lt;br /&gt;
    {{Damage Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]&lt;br /&gt;
===Damn Good Ground ===&lt;br /&gt;
    {{Damn Good Ground (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Danger Zone ===&lt;br /&gt;
    {{Danger Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===Deadeye ===&lt;br /&gt;
    {{Deadeye (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]],  [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Dense Smoke ===&lt;br /&gt;
    {{Dense Smoke (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &lt;br /&gt;
===Disabling Shot ===&lt;br /&gt;
    {{Disabling Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Double Tap ===&lt;br /&gt;
    {{Double Tap (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Executioner  ===&lt;br /&gt;
    {{Executioner (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]   &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Extra Conditioning ===&lt;br /&gt;
    {{Extra Conditioning (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Field Medic ===&lt;br /&gt;
    {{Field Medic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Field Surgeon ===&lt;br /&gt;
    {{Field Surgeon (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Fire In The Hole ===&lt;br /&gt;
    {{Fire In The Hole (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Fire Rocket ===&lt;br /&gt;
    {{Fire Rocket (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Flush  ===&lt;br /&gt;
    {{Flush (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Grenadier  ===&lt;br /&gt;
    {{Grenadier (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],&lt;br /&gt;
===Gunslinger  ===&lt;br /&gt;
    {{Gunslinger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&lt;br /&gt;
===HEAT Ammo ===&lt;br /&gt;
    {{HEAT Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]],  [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===HEAT Warheads ===&lt;br /&gt;
    {{HEAT Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]  , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Hit And Run ===&lt;br /&gt;
    {{Hit And Run (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Holo-Targeting ===&lt;br /&gt;
    {{Holo-Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===In The Zone ===&lt;br /&gt;
    {{In The Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]&lt;br /&gt;
===Javelin Rockets ===&lt;br /&gt;
    {{Javelin Rockets (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Jetboot Module ===&lt;br /&gt;
    {{Jetboot Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Killer Instinct ===&lt;br /&gt;
    {{Killer Instinct (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]]&lt;br /&gt;
===Light Em Up ===&lt;br /&gt;
    {{Light Em Up (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Lightning Reflexes ===&lt;br /&gt;
    {{Lightning Reflexes (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Lock N Load ===&lt;br /&gt;
    {{Lock N Load (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Lone Wolf ===&lt;br /&gt;
    {{Lone Wolf (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Low Profile ===&lt;br /&gt;
    {{Low Profile (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Mayhem  ===&lt;br /&gt;
    {{Mayhem (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] &lt;br /&gt;
===One For All ===&lt;br /&gt;
    {{One For All (Long War) |align=left |text=1}}&lt;br /&gt;
===Opportunist  ===&lt;br /&gt;
    {{Opportunist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Packmaster  ===&lt;br /&gt;
    {{Packmaster (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Paramedic  ===&lt;br /&gt;
    {{Paramedic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Platform Stability ===&lt;br /&gt;
    {{Platform Stability (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Precision Shot ===&lt;br /&gt;
    {{Precision Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Ranger  ===&lt;br /&gt;
    {{Ranger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Rapid Fire ===&lt;br /&gt;
    {{Rapid Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Rapid Reaction ===&lt;br /&gt;
    {{Rapid Reaction (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]&lt;br /&gt;
===Reactive Targeting Sensors ===&lt;br /&gt;
    {{Reactive Targeting Sensors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Ready For Anything ===&lt;br /&gt;
    {{Ready For Anything (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Repair  ===&lt;br /&gt;
    {{Repair (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Repair Servos ===&lt;br /&gt;
    {{Repair Servos (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Resilience  ===&lt;br /&gt;
    {{Resilience (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]&lt;br /&gt;
===Revive  ===&lt;br /&gt;
    {{Revive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Run and Gun ===&lt;br /&gt;
    {{Run and Gun (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]],  [[Marauder_(Long_War)|Marauder]]&lt;br /&gt;
===Sapper  ===&lt;br /&gt;
    {{Sapper (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Savior  ===&lt;br /&gt;
    {{Savior (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel  ===&lt;br /&gt;
    {{Sentinel (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel Module ===&lt;br /&gt;
    {{Sentinel Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Sharpshooter  ===&lt;br /&gt;
    {{Sharpshooter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Shock Absorbent Armor ===&lt;br /&gt;
    {{Shock Absorbent Armor (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Shock And Awe ===&lt;br /&gt;
    {{Shock And Awe (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Shredder Ammo ===&lt;br /&gt;
    {{Shredder Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Smoke And Mirrors ===&lt;br /&gt;
    {{Smoke And Mirrors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Smoke Grenade ===&lt;br /&gt;
    {{Smoke Grenade (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Snapshot  ===&lt;br /&gt;
    {{Snapshot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Sprinter ===&lt;br /&gt;
    {{Sprinter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Squadsight  ===&lt;br /&gt;
    {{Squadsight (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Steadfast  ===&lt;br /&gt;
    {{Steadfast (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Suppression  ===&lt;br /&gt;
    {{Suppression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]],&lt;br /&gt;
===Tactical Sense ===&lt;br /&gt;
    {{Tactical Sense (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]],&lt;br /&gt;
===Tandem Warheads ===&lt;br /&gt;
    {{Tandem Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Vital Point Targeting ===&lt;br /&gt;
    {{Vital Point Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]],  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Will To Survive===&lt;br /&gt;
    {{Will To Survive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(see also: [[Gene_Mods_%28Long_War%29|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adaptive Bone Marrow===&lt;br /&gt;
    {{Adaptive Bone Marrow (Long War) |align=left |text=1}}&lt;br /&gt;
===Adrenal Neurosympathy===&lt;br /&gt;
    {{Adrenal Neurosympathy (Long War) |align=left |text=1}}&lt;br /&gt;
===Bioelectric Skin ===&lt;br /&gt;
    {{Bioelectric Skin (Long War)|align=left |text=1}}&lt;br /&gt;
===Depth Perception ===&lt;br /&gt;
    {{Depth Perception (Long War) |align=left |text=1}}&lt;br /&gt;
===Hyper-Reactive Pupils ===&lt;br /&gt;
    {{Hyper-Reactive Pupils (Long War) |align=left |text=1}}&lt;br /&gt;
===Iron Skin ===&lt;br /&gt;
    {{Iron Skin (Long War) |align=left |text=1}}&lt;br /&gt;
===Muscle Fiber Density ===&lt;br /&gt;
    {{Muscle Fiber Density (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Damping ===&lt;br /&gt;
    {{Neural Damping (Long War) |align=left |text=1}}&lt;br /&gt;
===Secondary Heart ===&lt;br /&gt;
    {{Secondary Heart (Long War) |align=left |text=1}}&lt;br /&gt;
===Smart Macrophages ===&lt;br /&gt;
    {{Smart Macrophages (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Officers (Long War)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Band Of Warriors ===&lt;br /&gt;
    {{Band Of Warriors (Long War)|align=left |text=1}}&lt;br /&gt;
===Combined Arms ===&lt;br /&gt;
    {{Combined Arms (Long War) |align=left |text=1}}&lt;br /&gt;
===Command===&lt;br /&gt;
    {{Command (Long War) |align=left |text=1}}&lt;br /&gt;
===Esprit De Corps ===&lt;br /&gt;
    {{Esprit De Corps (Long War) |align=left |text=1}}&lt;br /&gt;
===Fortiores Una ===&lt;br /&gt;
    {{Fortiores Una (Long War) |align=left |text=1}}&lt;br /&gt;
===Into The Breach ===&lt;br /&gt;
    {{Into The Breach (Long War) |align=left |text=1}}&lt;br /&gt;
===Lead By Example ===&lt;br /&gt;
    {{Lead By Example (Long War) |align=left |text=1}}&lt;br /&gt;
===Legio Patria Nostra ===&lt;br /&gt;
    {{Legio Patria Nostra (Long War) |align=left |text=1}}&lt;br /&gt;
===So Others May Live ===&lt;br /&gt;
    {{So Others May Live (Long War) |align=left |text=1}}&lt;br /&gt;
===So Shall You Fight ===&lt;br /&gt;
    {{So Shall You FIght (Long War) |align=left |text=1}}&lt;br /&gt;
===Semper Vigilans ===&lt;br /&gt;
    {{Semper Vigilans (Long War) |align=left |text=1}}&lt;br /&gt;
===Stay Frosty ===&lt;br /&gt;
    {{Stay Frosty (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Psionic_(Long_War)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Distortion Field ===&lt;br /&gt;
    {{Distortion Field (Long War) |align=left |text=1}}&lt;br /&gt;
===Telekinetic Field ===&lt;br /&gt;
    {{Telekinetic Field (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Control ===&lt;br /&gt;
    {{Mind Control (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Merge ===&lt;br /&gt;
    {{Mind Merge (Long War) |align=left |text=1}}&lt;br /&gt;
===Mindfray ===&lt;br /&gt;
    {{Mindfray (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Feedback ===&lt;br /&gt;
    {{Neural Feedback (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Inspiration ===&lt;br /&gt;
    {{Psi Inspiration (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Panic ===&lt;br /&gt;
    {{Psi Panic (Long War) |align=left |text=1}}&lt;br /&gt;
===Psychokinetic Strike ===&lt;br /&gt;
    {{Psychokinetic Strike (Long War) |align=left |text=1}}&lt;br /&gt;
===Regen Biofield ===&lt;br /&gt;
    {{Regen Biofield (Long War) |align=left |text=1}}&lt;br /&gt;
===Rift  ===&lt;br /&gt;
    {{Rift (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=66160</id>
		<title>Abilities List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=66160"/>
		<updated>2015-06-30T00:22:13Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
{{TOC hidden}}&lt;br /&gt;
&lt;br /&gt;
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. &lt;br /&gt;
&lt;br /&gt;
==Dev commentary==&lt;br /&gt;
From Amineri, regarding Mayhem (Oct 11, 2014):&lt;br /&gt;
&lt;br /&gt;
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.&lt;br /&gt;
&lt;br /&gt;
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon&#039;s base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.&lt;br /&gt;
&lt;br /&gt;
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.&lt;br /&gt;
&lt;br /&gt;
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.&lt;br /&gt;
&lt;br /&gt;
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&lt;br /&gt;
===Absorption Fields===&lt;br /&gt;
    {{Absorption Fields (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Adrenaline Surge ===&lt;br /&gt;
    {{Adrenaline Surge (Long War) |align=left |text=1}}&lt;br /&gt;
===Advanced Fire Control ===&lt;br /&gt;
    {{Advanced Fire Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]&lt;br /&gt;
===Aggression  ===&lt;br /&gt;
    {{Aggression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Automated Threat Assessment ===&lt;br /&gt;
    {{Automated Threat Assessment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Battle Scanner ===&lt;br /&gt;
    {{Battle Scanner (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Body Shield ===&lt;br /&gt;
    {{Body Shield (Long War)|align=left |text=1}}&lt;br /&gt;
===Bombard ===&lt;br /&gt;
    {{Bombard (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Bring Em On ===&lt;br /&gt;
    {{Bring Em On (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Combat Specialist ===&lt;br /&gt;
    {{Close Combat Specialist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Encounters ===&lt;br /&gt;
    {{Close Encounters (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Collateral Damage ===&lt;br /&gt;
    {{Collateral Damage (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Combat Drugs ===&lt;br /&gt;
    {{Combat Drugs (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Concealment ===&lt;br /&gt;
    {{Concealment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]]&lt;br /&gt;
===Covering Fire ===&lt;br /&gt;
    {{Covering Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Damage Control ===&lt;br /&gt;
    {{Damage Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]&lt;br /&gt;
===Damn Good Ground ===&lt;br /&gt;
    {{Damn Good Ground (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Danger Zone ===&lt;br /&gt;
    {{Danger Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===Deadeye ===&lt;br /&gt;
    {{Deadeye (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]],  [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Dense Smoke ===&lt;br /&gt;
    {{Dense Smoke (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &lt;br /&gt;
===Disabling Shot ===&lt;br /&gt;
    {{Disabling Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Double Tap ===&lt;br /&gt;
    {{Double Tap (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Executioner  ===&lt;br /&gt;
    {{Executioner (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]   &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Extra Conditioning ===&lt;br /&gt;
    {{Extra Conditioning (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Field Medic ===&lt;br /&gt;
    {{Field Medic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Field Surgeon ===&lt;br /&gt;
    {{Field Surgeon (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Fire In The Hole ===&lt;br /&gt;
    {{Fire In The Hole (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Fire Rocket ===&lt;br /&gt;
    {{Fire Rocket (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Flush  ===&lt;br /&gt;
    {{Flush (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Grenadier  ===&lt;br /&gt;
    {{Grenadier (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],&lt;br /&gt;
===Gunslinger  ===&lt;br /&gt;
    {{Gunslinger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&lt;br /&gt;
===HEAT Ammo ===&lt;br /&gt;
    {{HEAT Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]],  [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===HEAT Warheads ===&lt;br /&gt;
    {{HEAT Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]  , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Hit And Run ===&lt;br /&gt;
    {{Hit And Run (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Holo-Targeting ===&lt;br /&gt;
    {{Holo-Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===In The Zone ===&lt;br /&gt;
    {{In The Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]&lt;br /&gt;
===Javelin Rockets ===&lt;br /&gt;
    {{Javelin Rockets (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Jetboot Module ===&lt;br /&gt;
    {{Jetboot Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Killer Instinct ===&lt;br /&gt;
    {{Killer Instinct (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]]&lt;br /&gt;
===Light Em Up ===&lt;br /&gt;
    {{Light Em Up (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Lightning Reflexes ===&lt;br /&gt;
    {{Lightning Reflexes (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Lock N Load ===&lt;br /&gt;
    {{Lock N Load (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Lone Wolf ===&lt;br /&gt;
    {{Lone Wolf (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Low Profile ===&lt;br /&gt;
    {{Low Profile (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Mayhem  ===&lt;br /&gt;
    {{Mayhem (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] &lt;br /&gt;
===One For All ===&lt;br /&gt;
    {{One For All (Long War) |align=left |text=1}}&lt;br /&gt;
===Opportunist  ===&lt;br /&gt;
    {{Opportunist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Packmaster  ===&lt;br /&gt;
    {{Packmaster (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Paramedic  ===&lt;br /&gt;
    {{Paramedic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Platform Stability ===&lt;br /&gt;
    {{Platform Stability (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Precision Shot ===&lt;br /&gt;
    {{Precision Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Ranger  ===&lt;br /&gt;
    {{Ranger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Rapid Fire ===&lt;br /&gt;
    {{Rapid Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Rapid Reaction ===&lt;br /&gt;
    {{Rapid Reaction (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]&lt;br /&gt;
===Reactive Targeting Sensors ===&lt;br /&gt;
    {{Reactive Targeting Sensors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Ready For Anything ===&lt;br /&gt;
    {{Ready For Anything (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Repair  ===&lt;br /&gt;
    {{Repair (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Repair Servos ===&lt;br /&gt;
    {{Repair Servos (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Resilience  ===&lt;br /&gt;
    {{Resilience (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]&lt;br /&gt;
===Revive  ===&lt;br /&gt;
    {{Revive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Run and Gun ===&lt;br /&gt;
    {{Run and Gun (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]],  [[Marauder_(Long_War)|Marauder]]&lt;br /&gt;
===Sapper  ===&lt;br /&gt;
    {{Sapper (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Savior  ===&lt;br /&gt;
    {{Savior (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel  ===&lt;br /&gt;
    {{Sentinel (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel Module ===&lt;br /&gt;
    {{Sentinel Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Sharpshooter  ===&lt;br /&gt;
    {{Sharpshooter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Shock Absorbent Armor ===&lt;br /&gt;
    {{Shock Absorbent Armor (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Shock And Awe ===&lt;br /&gt;
    {{Shock And Awe (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Shredder Ammo ===&lt;br /&gt;
    {{Shredder Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Smoke And Mirrors ===&lt;br /&gt;
    {{Smoke And Mirrors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Smoke Grenade ===&lt;br /&gt;
    {{Smoke Grenade (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Snapshot  ===&lt;br /&gt;
    {{Snapshot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Sprinter ===&lt;br /&gt;
    {{Sprinter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Squadsight  ===&lt;br /&gt;
    {{Squadsight (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Steadfast  ===&lt;br /&gt;
    {{Steadfast (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Suppression  ===&lt;br /&gt;
    {{Suppression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]],&lt;br /&gt;
===Tactical Sense ===&lt;br /&gt;
    {{Tactical Sense (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]],&lt;br /&gt;
===Tandem Warheads ===&lt;br /&gt;
    {{Tandem Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Vital Point Targeting ===&lt;br /&gt;
    {{Vital Point Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]],  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Will To Survive===&lt;br /&gt;
    {{Will To Survive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(see also: [[Gene_Mods_%28Long_War%29|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adaptive Bone Marrow===&lt;br /&gt;
    {{Adaptive Bone Marrow (Long War) |align=left |text=1}}&lt;br /&gt;
===Adrenal Neurosympathy===&lt;br /&gt;
    {{Adrenal Neurosympathy (Long War) |align=left |text=1}}&lt;br /&gt;
===Bioelectric Skin ===&lt;br /&gt;
    {{Bioelectric Skin (Long War)|align=left |text=1}}&lt;br /&gt;
===Depth Perception ===&lt;br /&gt;
    {{Depth Perception (Long War) |align=left |text=1}}&lt;br /&gt;
===Hyper-Reactive Pupils ===&lt;br /&gt;
    {{Hyper-Reactive Pupils (Long War) |align=left |text=1}}&lt;br /&gt;
===Iron Skin ===&lt;br /&gt;
    {{Iron Skin (Long War) |align=left |text=1}}&lt;br /&gt;
===Muscle Fiber Density ===&lt;br /&gt;
    {{Muscle Fiber Density (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Damping ===&lt;br /&gt;
    {{Neural Damping (Long War) |align=left |text=1}}&lt;br /&gt;
===Secondary Heart ===&lt;br /&gt;
    {{Secondary Heart (Long War) |align=left |text=1}}&lt;br /&gt;
===Smart Macrophages ===&lt;br /&gt;
    {{Smart Macrophages (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Officers (Long War)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Band Of Warriors ===&lt;br /&gt;
    {{Band Of Warriors (Long War)|align=left |text=1}}&lt;br /&gt;
===Esprit De Corps ===&lt;br /&gt;
    {{Esprit De Corps (Long War) |align=left |text=1}}&lt;br /&gt;
===Fortiores Una ===&lt;br /&gt;
    {{Fortiores Una (Long War) |align=left |text=1}}&lt;br /&gt;
===Into The Breach ===&lt;br /&gt;
    {{Into The Breach (Long War) |align=left |text=1}}&lt;br /&gt;
===Lead By Example ===&lt;br /&gt;
    {{Lead By Example (Long War) |align=left |text=1}}&lt;br /&gt;
===Legio Patria Nostra ===&lt;br /&gt;
    {{Legio Patria Nostra (Long War) |align=left |text=1}}&lt;br /&gt;
===So Others May Live ===&lt;br /&gt;
    {{So Others May Live (Long War) |align=left |text=1}}&lt;br /&gt;
===So Shall You Fight ===&lt;br /&gt;
    {{So Shall You FIght (Long War) |align=left |text=1}}&lt;br /&gt;
===Semper Vigilans ===&lt;br /&gt;
    {{Semper Vigilans (Long War) |align=left |text=1}}&lt;br /&gt;
===Stay Frosty ===&lt;br /&gt;
    {{Stay Frosty (Long War) |align=left |text=1}}&lt;br /&gt;
===Combined Arms ===&lt;br /&gt;
    {{Combined Arms (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Psionic_(Long_War)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Distortion Field ===&lt;br /&gt;
    {{Distortion Field (Long War) |align=left |text=1}}&lt;br /&gt;
===Telekinetic Field ===&lt;br /&gt;
    {{Telekinetic Field (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Control ===&lt;br /&gt;
    {{Mind Control (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Merge ===&lt;br /&gt;
    {{Mind Merge (Long War) |align=left |text=1}}&lt;br /&gt;
===Mindfray ===&lt;br /&gt;
    {{Mindfray (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Feedback ===&lt;br /&gt;
    {{Neural Feedback (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Inspiration ===&lt;br /&gt;
    {{Psi Inspiration (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Panic ===&lt;br /&gt;
    {{Psi Panic (Long War) |align=left |text=1}}&lt;br /&gt;
===Psychokinetic Strike ===&lt;br /&gt;
    {{Psychokinetic Strike (Long War) |align=left |text=1}}&lt;br /&gt;
===Regen Biofield ===&lt;br /&gt;
    {{Regen Biofield (Long War) |align=left |text=1}}&lt;br /&gt;
===Rift  ===&lt;br /&gt;
    {{Rift (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Command.png&amp;diff=66159</id>
		<title>File:Command.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Command.png&amp;diff=66159"/>
		<updated>2015-06-30T00:19:51Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=64377</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=64377"/>
		<updated>2015-05-09T13:27:25Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Scout-Sniper -&amp;gt; [[Scout (Long War)|Scout]] or [[Sniper (Long War)|Sniper]]&lt;br /&gt;
* Tactical -&amp;gt; [[Infantry (Long War)|Infantry]] or [[Assault (Long War)|Assault]]&lt;br /&gt;
* Weapons -&amp;gt; [[Gunner (Long War)|Gunner]] or [[Rocketeer (Long War)|Rocketeer]]&lt;br /&gt;
* Support -&amp;gt; [[Medic (Long War)|Medic]] or [[Engineer (Long War)|Engineer]]&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault&#039;s destination doesn&#039;t have extra enemies hiding nearby.&lt;br /&gt;
&lt;br /&gt;
== Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can deploy a fatigued soldier if you must, but then they&#039;ll receive a fatigue injury, and need a longer rest session that can&#039;t be skipped. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really want to assault it?&amp;quot; Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.&lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren&#039;t damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 18 aim to the Sniper&#039;s 28, a much smaller, though still significant, 10 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.&lt;br /&gt;
&lt;br /&gt;
After a soldier become Master Sergeant, he continues improving their stats using the following progression: every 4 missions, he will roll for a +1 bonus to hit points (10% chance), aim, defence or will (30% chance).&lt;br /&gt;
&lt;br /&gt;
== Hidden Potential ==&lt;br /&gt;
With the Second Wave option &amp;quot;Hidden Potential&amp;quot; enabled, stat gain will be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Chance to get +1 HP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;||70%||60%||60%||70%||20%||20%||60%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;||40%||30%||30%||70%||50%||50%||30%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;||70%||60%||60%||40%||20%||20%||60%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;||40%||30%||30%||70%||20%||20%||30%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;||70%||60%||60%||70%||50%||50%||60%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+4||+3||+3||+4||+2||+2||+3||+4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Aim per level&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+18||+21||+21||+18||+28||+25||+18||+18&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Will per level&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-6||1-6||1-7||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-6||1-6||1-6||1-6||1-4||1-4||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+25||+25||+25||+25||+21||+24||+28||+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62795</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62795"/>
		<updated>2015-01-17T14:42:37Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: Fixed information about Psi Lance vs Disabling Shot. Fixed icons and text for Squad Leader abilities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Sectoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| || {{Damage Icon}}  || {{Aim (Long War)}} || {{Defense (Long War)}} || {{DR (Long War)}} || {{Health (Long War)}}  || {{Mobility (Long War)}} || {{Will (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Base Stats&#039;&#039;&#039;||4*||65||0||0||3||12||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Research Bonus&#039;&#039;&#039;||+4||+25||+25||+0||+10||+2||+100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Navigator Bonus&#039;&#039;&#039;||+0||+3||+0||+0||+4||+0||+35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Leader Bonus&#039;&#039;&#039;||+5||+30||+6||+0||+10||+0||+45&lt;br /&gt;
|}&lt;br /&gt;
*Sectoid base damage is 3 + 1 due to gunslinger&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! Damage !! Crit Damage !! Aim !! DR !! Defense !! HP !! Mobility !! Will&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 2 to 4 || 3 to 6 || 60 || 1.0 || 0 || 3 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 15 || - || - || - || - || 1.2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 30 || - || - || - || - || 1.4 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 45 || - || - || - || - || 1.6 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 60 || - || - || - || - || 2.0 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || - || 65 || - || - || 6 || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 270 || 3 to 5 || 5 to 8 || 70 || - || - || 7 || 13 || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || 4 to 6 || 6 to 9 || 75 || - || 10 || 8 || 14 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifiers: -10 Aim on Normal; -5 Aim on Classic; +1 HP on Brutal and Impossible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal&#039;s Psionic Lance &#039;&#039;&#039;is not a weapon&#039;&#039;&#039;: it&#039;s a Psionic Ability with no cooldown whatsoever. Although it can trigger some abilities like other psionic abilities do, such as [[Abilities_List_(Long_War)#Covering_Fire|Covering Fire]] and [[Abilities_List_(Long_War)#Suppression|Suppression]], it cannot be disabled using [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:MEC DISTORTION FIELD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || Nearby allies in cover receive +10 Defense. (Passive ability)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Psi_Panic_(Long_War)&amp;diff=62794</id>
		<title>Template:Psi Panic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Psi_Panic_(Long_War)&amp;diff=62794"/>
		<updated>2015-01-17T14:12:52Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PSIONIC PANIC.png|32px|{{{align|center}}}|Psi Panic]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Psi Panic|Psi Panic]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. The duration is (caster Will / 50) turns; fractional results have a chance to be rounded up, the chance is proportional to the distance to the next integer. Robotic enemies are immune, 2 turn cooldown. Imposes +12 hours fatigue after missions.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_Table&amp;diff=62494</id>
		<title>Long War Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_Table&amp;diff=62494"/>
		<updated>2014-12-20T16:35:30Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;Long War&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_shield.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (Long War)|Mod Information]]&lt;br /&gt;
&lt;br /&gt;
[[Change Log (Long War)|Change Log]]&lt;br /&gt;
&lt;br /&gt;
[[The Council (Long War)|The Council]]&lt;br /&gt;
&lt;br /&gt;
[[New Commands (Long War)|New Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Difficulty (Long War)|Difficulty Levels]]&lt;br /&gt;
:[[Second Wave (Long War)|Second Wave]]&lt;br /&gt;
[[Troubleshooting Guide (Long War)|Troubleshooting Guide]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;XCOM Facilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Facilities (Long War)|Facilities]]&lt;br /&gt;
:[[Mission Control (Long War)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
:[[Research (Long War)|Research]]&lt;br /&gt;
::[[Genetics Lab (Long War)|Genetics Lab]]&lt;br /&gt;
:[[Engineering (Long War)|Engineering]]&lt;br /&gt;
::[[Foundry_(Long War)|Foundry]]&lt;br /&gt;
::[[Cybernetics Lab (Long War)|Cybernetics Lab]] &lt;br /&gt;
:[[Barracks (Long War)|Barracks]]&lt;br /&gt;
::[[Officer Training School (Long War)|Officer Training School]]&lt;br /&gt;
::[[Psionic Labs (Long War)|Psionic Labs]]&lt;br /&gt;
:[[Hangar (Long War)|Hangar]]&lt;br /&gt;
::[[Hangar (Long War)#Interceptors|Interceptors]]&lt;br /&gt;
::[[Hangar (Long War)#Interceptor Weapons|Interceptor Weapons]]&lt;br /&gt;
:[[Situation Room (Long War)|Situation Room]]&lt;br /&gt;
::[[Gray Market (Long War)|Gray Market]]&lt;br /&gt;
::[[Covert Operations (Long War)|Covert Operations]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers (Long War)|Soldiers]]&lt;br /&gt;
:[[Assault (Long War)|Assault]]&lt;br /&gt;
:[[Infantry (Long War)|Infantry]]&lt;br /&gt;
:[[Rocketeer (Long War)|Rocketeer]]&lt;br /&gt;
:[[Gunner (Long War)|Gunner]]&lt;br /&gt;
:[[Sniper (Long War)|Sniper]]&lt;br /&gt;
:[[Scout (Long War)|Scout]]&lt;br /&gt;
:[[Medic (Long War)|Medic]]&lt;br /&gt;
:[[Engineer (Long War)|Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Officers (Long War)|Officers]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Psionic (Long War)|Psionics]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gene Mods (Long War)|Gene Mods]]&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC Trooper (Long War)|MEC Troopers]]&lt;br /&gt;
:[[Marauder (Long War)|Marauder]]&lt;br /&gt;
:[[Valkyrie (Long War)|Valkyrie]]&lt;br /&gt;
:[[Archer (Long War)|Archer]]&lt;br /&gt;
:[[Goliath (Long War)|Goliath]]&lt;br /&gt;
:[[Jaeger (Long War)|Jaeger]]&lt;br /&gt;
:[[Pathfinder (Long War)|Pathfinder]]&lt;br /&gt;
:[[Guardian (Long War)|Guardian]]&lt;br /&gt;
:[[Shogun (Long War)|Shogun]]&lt;br /&gt;
|-&lt;br /&gt;
|[[S.H.I.V. (Long War)|S.H.I.V.s]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Loadout Long War.jpg|30px]] &#039;&#039;&#039;Loadout&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor (Long War)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapons (Long War)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment (Long War)#Portable Equipment|Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Alien Life Forms (Long War)|Alien Life Forms]]&lt;br /&gt;
 &lt;br /&gt;
[[Alien Missions (Long War)|Alien Missions]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Deployment (Long War)|Alien Deployment]]&lt;br /&gt;
&lt;br /&gt;
[[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Artifacts (Long War)|Alien Artifacts]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Research (Long War)|Alien Research]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:EXALT Insignia (EU2012).png|25px]] &#039;&#039;&#039;EXALT&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[EXALT Units (Long War)|Units]] &lt;br /&gt;
&lt;br /&gt;
[[EXALT Weapons (Long War)|Equipment]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (Long War)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Gameplay Mechanics&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Abilities List (Long War)|Abilities list]]&lt;br /&gt;
&lt;br /&gt;
[[Cover (Long War)|Cover]]&lt;br /&gt;
&lt;br /&gt;
[[Damage (Long War)|Damage]]&lt;br /&gt;
&lt;br /&gt;
[[Injury Time (Long War)|Injury Time]]&lt;br /&gt;
&lt;br /&gt;
[[Panic (Long War)|Panic]]&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Strategy (Long War)|Strategy Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (Long War)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
[[Mods (Long War)|Custom Modifications]] &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62493</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62493"/>
		<updated>2014-12-20T16:31:41Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged (but escapes), the aliens will pay resources to repair it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.  If the aliens are sufficiently &amp;quot;encouraged&amp;quot;, they will pay a small resource fee to pick a harvest location where XCOM does not possess a satellite.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terrorize Populace==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
In late game up to 4 ships with &#039;&#039;Terrorize Populace&#039;&#039; mission via Hyperwave decoder may be seen. For each planned Terror site, first the Terror Ship will fly over targeted country. After several days, Assault Carrier will arrive. The Terror Ship appearance may be useful information where to relocate Firestorms. Shooting down Terror Ship does not prevent Assault Carrier arrival.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defense]] mission or an [[Missions (Long War)#XCOM Interceptor Defence|Air Base Defense]] mission . The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(Long_War)#Assault_Carrier|&#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;]] to main base assaults. If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
* 450-550 cash&amp;lt;br/&amp;gt;&lt;br /&gt;
* 50-60 alloys&amp;lt;br/&amp;gt;&lt;br /&gt;
* 50-60 elerium&amp;lt;br/&amp;gt;&lt;br /&gt;
* 100-110 meld&amp;lt;br/&amp;gt;&lt;br /&gt;
* 20-30 scientists (capped to 1/3 of current staff)&amp;lt;br/&amp;gt;&lt;br /&gt;
* 20-30 engineers (capped to 1/3 of current staff)&amp;lt;br/&amp;gt;&lt;br /&gt;
* All alien captives&amp;lt;br/&amp;gt;&lt;br /&gt;
* Interceptor damage&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(Long_War)#Overseer|&#039;&#039;&#039;Overseer&#039;&#039;&#039;]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Research_(Long_War)&amp;diff=62492</id>
		<title>Alien Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Research_(Long_War)&amp;diff=62492"/>
		<updated>2014-12-20T16:31:24Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some events grant aliens research points. Research points have two distinct effects:&lt;br /&gt;
* Make UFOs [[UFOs_(Long_War)#UFO_Upgrades|stronger]]&lt;br /&gt;
* Allows aliens rank [[Alien_Life_Forms_(Long_War)|stronger aliens]] in field&lt;br /&gt;
&lt;br /&gt;
The current formula for resource points is: &#039;&#039;Research Points&#039;&#039; = Maximum(&#039;&#039;Days Passed&#039;&#039;, (&#039;&#039;Days Passed&#039;&#039; + &#039;&#039;Bonus Research&#039;&#039;))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bonus Research&#039;&#039; starts at -90, and can be increased by the following events:&lt;br /&gt;
* +2 per month per country under alien control&lt;br /&gt;
* +20 for successful raid on [[Missions_(Long_War)#XCOM_Base_Defence|XCOM HQ]]&lt;br /&gt;
* +1 for a non-air-raiding UFO that takes no damage on a mission&lt;br /&gt;
* 50% of change to +1 for a non-air-raiding UFO that takes less than 50% damage on a mission&lt;br /&gt;
* +4 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Scout|Scout]]&lt;br /&gt;
* +7 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Raider|Raider]]&lt;br /&gt;
* +10 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Abductor|Abductor]]&lt;br /&gt;
* +15 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Terror_Ship|Terror Ship]]&lt;br /&gt;
* +4 per lost XCOM soldier on a failed mission (killed or left behind)&lt;br /&gt;
* -15 per successful assault on an [[Missions_(Long_War)#Alien_Base_Assault|Alien Base]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Research_(Long_War)&amp;diff=62491</id>
		<title>Alien Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Research_(Long_War)&amp;diff=62491"/>
		<updated>2014-12-20T16:22:36Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some events grant aliens research points. Research points have two distinct effects:&lt;br /&gt;
* Make UFOs stronger&lt;br /&gt;
* Allows aliens rank stronger aliens in field&lt;br /&gt;
&lt;br /&gt;
The current formula for resource points is: &#039;&#039;Research Points&#039;&#039; = Maximum(&#039;&#039;Days Passed&#039;&#039;, (&#039;&#039;Days Passed&#039;&#039; + &#039;&#039;Bonus Research&#039;&#039;))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bonus Research&#039;&#039; starts at -90, and can be increased by the following events:&lt;br /&gt;
* +2 per month per country under alien control&lt;br /&gt;
* +20 for successful raid on [[Missions_(Long_War)#XCOM_Base_Defence|XCOM HQ]]&lt;br /&gt;
* +1 for a non-air-raiding UFO that takes no damage on a mission&lt;br /&gt;
* 50% of change to +1 for a non-air-raiding UFO that takes less than 50% damage on a mission&lt;br /&gt;
* +4 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Scout|Scout]]&lt;br /&gt;
* +7 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Raider|Raider]]&lt;br /&gt;
* +10 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Abductor|Abductor]]&lt;br /&gt;
* +15 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Terror_Ship|Terror Ship]]&lt;br /&gt;
* +4 per lost XCOM soldier on a failed mission (killed or left behind)&lt;br /&gt;
* -15 per successful assault on an [[Missions_(Long_War)#Alien_Base_Assault|Alien Base]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62490</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62490"/>
		<updated>2014-12-20T16:20:53Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged (but escapes), the aliens will pay resources to repair it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.  If the aliens are sufficiently &amp;quot;encouraged&amp;quot;, they will pay a small resource fee to pick a harvest location where XCOM does not possess a satellite.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terrorize Populace==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
In late game up to 4 ships with &#039;&#039;Terrorize Populace&#039;&#039; mission via Hyperwave decoder may be seen. For each planned Terror site, first the Terror Ship will fly over targeted country. After several days, Assault Carrier will arrive. The Terror Ship appearance may be useful information where to relocate Firestorms. Shooting down Terror Ship does not prevent Assault Carrier arrival.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defense]] mission or an Air Base Defense mission . The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from.  XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
* 450-550 cash&amp;lt;br/&amp;gt;&lt;br /&gt;
* 50-60 alloys&amp;lt;br/&amp;gt;&lt;br /&gt;
* 50-60 elerium&amp;lt;br/&amp;gt;&lt;br /&gt;
* 100-110 meld&amp;lt;br/&amp;gt;&lt;br /&gt;
* 20-30 scientists (capped to 1/3 of current staff)&amp;lt;br/&amp;gt;&lt;br /&gt;
* 20-30 engineers (capped to 1/3 of current staff)&amp;lt;br/&amp;gt;&lt;br /&gt;
* All alien captives&amp;lt;br/&amp;gt;&lt;br /&gt;
* Interceptor damage&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interceptor Base Assault==&lt;br /&gt;
The aliens, most often with &#039;&#039;&#039;Overseer&#039;&#039;&#039; UFO, will fly to an interceptor base and immediately start an [[Missions (Long War)#XCOM Interceptor Defence|XCOM Interceptor Defence]] mission. This is a similar threat response to Base Defense XCOM angering the aliens, however, the cost of failure is the destruction or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62489</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62489"/>
		<updated>2014-12-20T16:14:46Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged (but escapes), the aliens will pay resources to repair it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens [[Alien_Research_(Long_War)|research points]] if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout Target==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.  If the aliens are sufficiently &amp;quot;encouraged&amp;quot;, they will pay a small resource fee to pick a harvest location where XCOM does not possess a satellite.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terrorize Populace==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
In late game up to 4 ships with &#039;&#039;Terrorize Population&#039;&#039; mission via Hyperwave decoder may be seen. For each planned Terror site, first the Terror Ship will fly over targeted country. After several days, Assault Carrier will arrive. The Terror Ship appearance may be useful information where to relocate Firestorms. Shooting down Terror Ship does not prevent Assault Carrier arrival.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defense]] mission or an Air Base Defense mission . The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from.  XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
450-550 cash &amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 alloys&amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 elerium&amp;lt;br/&amp;gt;&lt;br /&gt;
100-110 meld&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 scientists (capped to 1/3 of current staff)&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 engineers (capped to 1/3 of current staff) &amp;lt;br/&amp;gt;&lt;br /&gt;
All alien captives. &amp;lt;br/&amp;gt;&lt;br /&gt;
Interceptor damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interceptor Base Assault==&lt;br /&gt;
The aliens, most often with &#039;&#039;&#039;Overseer&#039;&#039;&#039; UFO, will fly to an interceptor base and immediately start an [[Missions (Long War)#XCOM Interceptor Defence|XCOM Interceptor Defence]] mission. This is a similar threat response to Base Defense XCOM angering the aliens, however, the cost of failure is the destruction or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Research_(Long_War)&amp;diff=62488</id>
		<title>Alien Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Research_(Long_War)&amp;diff=62488"/>
		<updated>2014-12-20T16:11:03Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: Created page with &amp;quot;Some events grant aliens research points. Research points have two distinct effects: * Make UFOs stronger * Allows aliens rank stronger aliens in field  The current formula fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some events grant aliens research points. Research points have two distinct effects:&lt;br /&gt;
* Make UFOs stronger&lt;br /&gt;
* Allows aliens rank stronger aliens in field&lt;br /&gt;
&lt;br /&gt;
The current formula for resource points is: &#039;&#039;Research Points&#039;&#039; = Maximum(&#039;&#039;Days Passed&#039;&#039;, (&#039;&#039;Days Passed&#039;&#039; + &#039;&#039;Bonus Research&#039;&#039;))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bonus Research&#039;&#039; starts at -90, and can be increased by the following events:&lt;br /&gt;
* +2 per month per country under alien control&lt;br /&gt;
* +20 for successful raid on [[Missions_(Long_War)#XCOM_Base_Defence|XCOM HQ]]&lt;br /&gt;
* +1 for a non-air-raiding UFO that takes no damage on a mission&lt;br /&gt;
* 50% of change to +1 for a non-air-raiding UFO that takes less than 50% damage on a mission&lt;br /&gt;
* +4 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Scout|Scout]]&lt;br /&gt;
* +7 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Raider|Raider]]&lt;br /&gt;
* +10 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Abductor|Abductor]]&lt;br /&gt;
* +15 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Terror_Ship|Terror Ship]]&lt;br /&gt;
* +4 per lost XCOM soldier on a failed mission (killed or left behind)&lt;br /&gt;
* -15 per successful assault on an [[Missions_(Long_War)#Alien_Base_Assault|Alien Base]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62487</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=62487"/>
		<updated>2014-12-20T16:05:37Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged (but escapes), the aliens will pay resources to repair it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.  If the aliens are sufficiently &amp;quot;encouraged&amp;quot;, they will pay a small resource fee to pick a harvest location where XCOM does not possess a satellite.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terrorize Populace==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
In late game up to 4 ships with &#039;&#039;Terrorize Population&#039;&#039; mission via Hyperwave decoder may be seen. For each planned Terror site, first the Terror Ship will fly over targeted country. After several days, Assault Carrier will arrive. The Terror Ship appearance may be useful information where to relocate Firestorms. Shooting down Terror Ship does not prevent Assault Carrier arrival.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defense]] mission or an Air Base Defense mission . The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from.  XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
450-550 cash &amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 alloys&amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 elerium&amp;lt;br/&amp;gt;&lt;br /&gt;
100-110 meld&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 scientists (capped to 1/3 of current staff)&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 engineers (capped to 1/3 of current staff) &amp;lt;br/&amp;gt;&lt;br /&gt;
All alien captives. &amp;lt;br/&amp;gt;&lt;br /&gt;
Interceptor damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interceptor Base Assault==&lt;br /&gt;
The aliens, most often with &#039;&#039;&#039;Overseer&#039;&#039;&#039; UFO, will fly to an interceptor base and immediately start an [[Missions (Long War)#XCOM Interceptor Defence|XCOM Interceptor Defence]] mission. This is a similar threat response to Base Defense XCOM angering the aliens, however, the cost of failure is the destruction or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62486</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62486"/>
		<updated>2014-12-20T15:52:42Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=57934</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=57934"/>
		<updated>2014-07-12T23:59:36Z</updated>

		<summary type="html">&lt;p&gt;Amaciel81: Listing SHIV Repair as Project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The foundry is one the most important buildings in Long War, it is used to upgrade exisisting equipment aswell as creating new equipment. The Foundry is unlocked very early during the campaign and it is highly advised to get one as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes. &lt;br /&gt;
&lt;br /&gt;
Foundry projects are usually small passive upgrades for all parts of the tactical gameplay but also requires a significant investment of resources, especially meld. These can range from, boosting pistols to crit more often, to collecting more materials during missions.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to, are Interceptor upgrades, making them viable against the Alien UFOs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Requirements&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Amaciel81</name></author>
	</entry>
</feed>