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	<updated>2026-05-01T04:45:08Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=125473</id>
		<title>Officers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=125473"/>
		<updated>2025-12-16T17:08:49Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: who is leading officer:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|37}}Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities. Officers that are not part of the original squad sent to the missions (Haven advisors, covert op squad etc) cannot be the leading officer of the mission&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improve the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
* Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
* Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect. This combined with the Lead By Example perk (see below) makes them excellent for kick-starting recruitment in new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions.&lt;br /&gt;
* Get Some, Oscar Mike, Command, and Incoming do not affect &amp;quot;civilians&amp;quot; (i.e. VIPs, unarmed rebels)&lt;br /&gt;
&lt;br /&gt;
who is leading officer:&lt;br /&gt;
* when you have two officers going on the same mission, there can only be 1 active officer for the mission&lt;br /&gt;
* the soldier with the highest officer rank will be the officer for that mission&lt;br /&gt;
* if there&#039;s a tie, the soldier with the highest soldier rank will be the officer for that mission&lt;br /&gt;
* if there&#039;s still a tie, the soldier with the highest Will stat will be the officer&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the first line of perks. Officers can train more abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
Mouse-over &amp;lt;span style=&amp;quot;position: relative; bottom: 2px;&amp;quot;&amp;gt;[[File:XCOM2_infoIcon_custom_1.png|18px|Mouse over this icon for more information on each ability.]]&amp;lt;/span&amp;gt; for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em 0 1em 0; background-color: #17181a; border: 2px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:1%; border-width: 0 2px 2px 0; border-color:#83c0ce;&amp;quot;| &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#83c0ce; border-width: 0 0 2px 0;&amp;quot; colspan=&amp;quot;10&amp;quot; | &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:1%; border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | All Officers&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenant.png|32px|Second Lieutenant]]&amp;lt;br&amp;gt;Second Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFirstLieutenant.png|32px|First Lieutenant]]&amp;lt;br&amp;gt;First Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankCaptain.png|32px|Captain]]&amp;lt;br&amp;gt;Captain&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Trial By Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankMajor.png|32px|Major]]&amp;lt;br&amp;gt;Major&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenantColonel.png|32px|Lieutenant Colonel]]&amp;lt;br&amp;gt;Lieutenant Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankColonel.png|32px|Colonel]]&amp;lt;br&amp;gt;Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFieldCommander.png|32px|Field Commander]]&amp;lt;br&amp;gt;Field Commander&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are at least a Lance Corporal. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing a concealment based Shinobi to contribute without breaking their stealth. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harm&#039;s way after completing the objective.&lt;br /&gt;
*&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
*&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here. Rapid Deployment is particularly useful, allowing this officer to throw a defensive grenade in the same turn as issuing an order if a surprised group of enemies requires an immediate reaction.&lt;br /&gt;
*&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
*&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Medium. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets, but they are likely to be in the mid or back lines, well positioned to catch everyone in their command range. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Medium. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. Rangers can almost always use their actions gainfully shooting or reloading though, so you will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Incoming&amp;quot; is a good choice.&lt;br /&gt;
*&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
*&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor, except for specific builds. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.  However, there is a sharpshooter archetype that synergizes extremely well with officer abilities: take everything from the center of the tree. Once the sharpshooter hits Sergeant rank this setup kicks into high gear, providing your tactical teams with a concealed scout that can contribute meaningfully to every battle.  In one turn this officer can observe the next pod of enemies, light up two key foes with a holotargeter (thanks to rapid targeting), give a critical soldier an extra action, and provide passive benefits through defilade and lead by example, all without breaking concealment.&lt;br /&gt;
*&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, it&#039;s important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting Faceless, so you can quickly sanitize the globe of Faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, meaning when they are all off-cooldown, you have considerable opportunity costs to consider, but once you start using them, having a larger variety of abilities helps ensure you have a useful ability available every turn.&lt;br /&gt;
&lt;br /&gt;
== Scaling bonuses ==&lt;br /&gt;
&lt;br /&gt;
Soldiers receive bonuses to the following stats based on the amount of missions they have gone on while being led by the current officer: &lt;br /&gt;
* Dodge: +0.5 per mission, capped at 10 (20 missions)&lt;br /&gt;
* Willpower: +1 per mission, capping at 40 (40 missions)&lt;br /&gt;
* Infiltration: 0.0075f per mission, capped at 0.25f (34 missions)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=125321</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=125321"/>
		<updated>2025-12-02T01:08:16Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Under-infiltrating penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LWOTC)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can significantly affect the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor&lt;br /&gt;
| 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! scope=colgroup colspan=2 | Tactical Infiltrations&lt;br /&gt;
! scope=colgroup colspan=5 | Large Unit Infiltrations&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=rowgroup rowspan=2 | Reduction&lt;br /&gt;
| colspan=2 | -0.125 || -0.2 || -0.35 || colspan=3 | -0.5&lt;br /&gt;
|-&lt;br /&gt;
| {{#expr: -100*.125/1.25round2 }}% || {{#expr: -100*.125/1.5round2 }}% || {{#expr: -100*.2/1.8round2 }}% || {{#expr: -100*.35/2.8round2 }}% || {{#expr: -100*.5/4round2 }}% || {{#expr: -100*.5/5.2round2 }}% || {{#expr: -100*.5/6.4round2 }}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified to the Base Infiltration Time multiplied by the Squad Size Factor, so a Squad Size Factor under 1 will remove hours and greater than 1 will add hours, and by default, a squad of size 5 uses the base time allotment.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LWOTC)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness).&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LWOTC)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LWOTC)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LWOTC)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Reinforcements (LWOTC)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
=== Under-infiltrating penalty ===&lt;br /&gt;
Enemies get stat buffs only on full salvage missions for under-infiltrating(under 100%). the buff consists of Aim, Defense, total HP.&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All other equipment ||100 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=125297</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=125297"/>
		<updated>2025-11-29T22:04:37Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Under-infiltrating penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LWOTC)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can significantly affect the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor&lt;br /&gt;
| 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! scope=colgroup colspan=2 | Tactical Infiltrations&lt;br /&gt;
! scope=colgroup colspan=5 | Large Unit Infiltrations&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=rowgroup rowspan=2 | Reduction&lt;br /&gt;
| colspan=2 | -0.125 || -0.2 || -0.35 || colspan=3 | -0.5&lt;br /&gt;
|-&lt;br /&gt;
| {{#expr: -100*.125/1.25round2 }}% || {{#expr: -100*.125/1.5round2 }}% || {{#expr: -100*.2/1.8round2 }}% || {{#expr: -100*.35/2.8round2 }}% || {{#expr: -100*.5/4round2 }}% || {{#expr: -100*.5/5.2round2 }}% || {{#expr: -100*.5/6.4round2 }}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified to the Base Infiltration Time multiplied by the Squad Size Factor, so a Squad Size Factor under 1 will remove hours and greater than 1 will add hours, and by default, a squad of size 5 uses the base time allotment.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LWOTC)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness).&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LWOTC)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LWOTC)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LWOTC)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Reinforcements (LWOTC)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
=== Under-infiltrating penalty ===&lt;br /&gt;
Enemies only get stat buffs on full salvage missions for under-infiltrating(under 100%). the buff consists of Aim, Defense, total HP.&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All other equipment ||100 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=125296</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=125296"/>
		<updated>2025-11-29T22:03:35Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Effects of Infiltration */  === Under-infiltrating penalty ===&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LWOTC)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can significantly affect the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor&lt;br /&gt;
| 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! scope=colgroup colspan=2 | Tactical Infiltrations&lt;br /&gt;
! scope=colgroup colspan=5 | Large Unit Infiltrations&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=rowgroup rowspan=2 | Reduction&lt;br /&gt;
| colspan=2 | -0.125 || -0.2 || -0.35 || colspan=3 | -0.5&lt;br /&gt;
|-&lt;br /&gt;
| {{#expr: -100*.125/1.25round2 }}% || {{#expr: -100*.125/1.5round2 }}% || {{#expr: -100*.2/1.8round2 }}% || {{#expr: -100*.35/2.8round2 }}% || {{#expr: -100*.5/4round2 }}% || {{#expr: -100*.5/5.2round2 }}% || {{#expr: -100*.5/6.4round2 }}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified to the Base Infiltration Time multiplied by the Squad Size Factor, so a Squad Size Factor under 1 will remove hours and greater than 1 will add hours, and by default, a squad of size 5 uses the base time allotment.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LWOTC)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LWOTC)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness).&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LWOTC)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LWOTC)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LWOTC)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Reinforcements (LWOTC)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
=== Under-infiltrating penalty ===&lt;br /&gt;
Enemies only get stat buffs on full salvage missions for under-infiltrating. the buff consists of Aim, Defense, total HP.&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All other equipment ||100 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
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[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LWOTC)&amp;diff=120363</id>
		<title>ADVENT&#039;s Agenda (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LWOTC)&amp;diff=120363"/>
		<updated>2024-12-11T15:57:12Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* ADVENT Activities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LWOTC as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
&#039;&#039;Also known as Alert or Alertness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: the base level of Strength, plus modifiers such as [[Infiltration_(LW2)|Infiltration]] or specific mission ones, determines the total pod composition and number of enemies the mission will start with, which is partially indicated by the [[Missions_(LW2)#Enemy_Activity_Level|mission activity level]].&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear after March 22nd:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points.&lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Discovery - daily percentage of the mission being detected, once the Rebel Income requirement is achieved (it seems to be &#039;DiscoveryPctChancePerDayPerHundredMissionIncome&#039; in the data. it&#039;s &#039;Discovery percentage chance per day per 100 mission income&#039;. this doesn&#039;t include &#039;Rebel income&#039;(requirement for detecting mission).)&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* Evac Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities (guerilla ops)&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once, except for Propaganda that is not limited in this way and doesn&#039;t contribute to the count. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points. Does not count toward total mission count in a given region at the same time.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19|| Must be at least June (On Legend must also have liberated one region) ||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||21-32&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Requires at least one Faceless in region.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated. 10-16 day global cooldown.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||21&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ working rebels. There must be 5+ rebels present in the region||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations. This mission is not required in order to remove faceless but rather an opportunity to take them down and loot their valuable corpses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -1 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected. Force Level is first multiplied by 0.67 before applying modifier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LWOTC)&amp;diff=120362</id>
		<title>ADVENT&#039;s Agenda (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LWOTC)&amp;diff=120362"/>
		<updated>2024-12-11T15:38:36Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* ADVENT Activities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LWOTC as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
&#039;&#039;Also known as Alert or Alertness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: the base level of Strength, plus modifiers such as [[Infiltration_(LW2)|Infiltration]] or specific mission ones, determines the total pod composition and number of enemies the mission will start with, which is partially indicated by the [[Missions_(LW2)#Enemy_Activity_Level|mission activity level]].&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear after March 22nd:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points.&lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Discovery - daily percentage of the mission being detected, once the Rebel Income requirement is achieved (it seems to be &#039;DiscoveryPctChancePerDayPerHundredMissionIncome&#039; in the data. it&#039;s &#039;Discovery percentage chance per day per 100 mission income. this doesn&#039;t include &#039;Rebel income&#039;(requirement for detecting mission).)&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* Evac Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities (guerilla ops)&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once, except for Propaganda that is not limited in this way and doesn&#039;t contribute to the count. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points. Does not count toward total mission count in a given region at the same time.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19|| Must be at least June (On Legend must also have liberated one region) ||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||21-32&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Requires at least one Faceless in region.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated. 10-16 day global cooldown.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||21&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ working rebels. There must be 5+ rebels present in the region||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations. This mission is not required in order to remove faceless but rather an opportunity to take them down and loot their valuable corpses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -1 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected. Force Level is first multiplied by 0.67 before applying modifier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=98894</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=98894"/>
		<updated>2020-12-22T15:40:49Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc_(LW2)|0}}[[File:LW2 class Technical.png|center|frameless|96px|Technical]]&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical &amp;quot;cover-busting&amp;quot; and &amp;quot;crowd control&amp;quot; support during firefights.&#039;&#039;&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Overview==&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers. &lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
Left branch: &amp;quot;Rocketeer&amp;quot; type Technicals focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
Right branch: &amp;quot;Fireman&amp;quot; type Technicals overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
Center branch: Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary&#039;&#039;&#039;: [[Weapons_(LW2)#Assault_Rifles|Rifles]], [[Weapons_(LW2)#Submachine_Guns|SMGs]], [[Weapons_(LW2)#Shotguns|Shotguns]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary&#039;&#039;&#039;: [[Weapons_(LW2)#Gauntlets|Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The Technical&#039;s Gauntlet lets them fire a rocket once and a flamethrower twice. Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn&#039;t penalize their mobility. The chance to apply burning to the target with flamethrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|Subclass1=Rocketeer&lt;br /&gt;
|Subclass2=Fireman&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Roust (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Burnout (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Bunker Buster can, when destroying large amounts of the environment, create a significant amount of game slow-down. This happens because of the amount of debris particles spawn, and normally goes away once said debris despawns.&lt;br /&gt;
* Concussion Rocket does no damage to allies. stun and disorient of Concussion Rocket effect don&#039;t be applied to allies too. it&#039;s totally safe to use Concussion Rocket on allies.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 1&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
*This class also gains 1 point of strength, though it&#039;s only used for alien abilities.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=98893</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=98893"/>
		<updated>2020-12-22T15:38:52Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc_(LW2)|0}}[[File:LW2 class Technical.png|center|frameless|96px|Technical]]&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical &amp;quot;cover-busting&amp;quot; and &amp;quot;crowd control&amp;quot; support during firefights.&#039;&#039;&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Overview==&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers. &lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
Left branch: &amp;quot;Rocketeer&amp;quot; type Technicals focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
Right branch: &amp;quot;Fireman&amp;quot; type Technicals overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
Center branch: Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary&#039;&#039;&#039;: [[Weapons_(LW2)#Assault_Rifles|Rifles]], [[Weapons_(LW2)#Submachine_Guns|SMGs]], [[Weapons_(LW2)#Shotguns|Shotguns]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary&#039;&#039;&#039;: [[Weapons_(LW2)#Gauntlets|Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The Technical&#039;s Gauntlet lets them fire a rocket once and a flamethrower twice. Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn&#039;t penalize their mobility. The chance to apply burning to the target with flamethrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|Subclass1=Rocketeer&lt;br /&gt;
|Subclass2=Fireman&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Roust (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Burnout (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Bunker Buster can, when destroying large amounts of the environment, create a significant amount of game slow-down. This happens because of the amount of debris particles spawn, and normally goes away once said debris despawns.&lt;br /&gt;
* Concussion Rocket does no damage to allies. stun and disorient don&#039;t be applied to allies too. it&#039;s totally safe to use Concussion Rocket on allies.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 1&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
*This class also gains 1 point of strength, though it&#039;s only used for alien abilities.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=85569</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=85569"/>
		<updated>2018-03-03T03:49:36Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* ADVENT Retaliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have succesfully been eliminated.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job(except hiding job) while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. you can prevent invasion by doing first step of invasion(Supply Line Raid) on liberated region before the invasion.&lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85568</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85568"/>
		<updated>2018-03-03T03:48:31Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: Undo revision 85474 by Bingo12345 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85474</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=85474"/>
		<updated>2018-01-26T20:02:28Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Activity Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Alert point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=85473</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=85473"/>
		<updated>2018-01-26T19:50:11Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Liberated Regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have succesfully been eliminated.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job(except hiding job) while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. you can prevent invasion by doing first step of invasion(Supply Line Raid) on liberated region before the invasion.&lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85435</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85435"/>
		<updated>2018-01-21T12:12:41Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Weapon Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
{{main|Assault Rifle (LW2)}}&lt;br /&gt;
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
{{Assault Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
{{main|Cannon (LW2)}}&lt;br /&gt;
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
{{Cannons (LW2)}}&lt;br /&gt;
{{Range (LW2)/LMG All}}&lt;br /&gt;
&lt;br /&gt;
=== Submachine Guns ===&lt;br /&gt;
{{main|SMG (LW2)}}&lt;br /&gt;
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 12.5%.&lt;br /&gt;
{{SMGs (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
{{main|Shotgun (LW2)}}&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.&lt;br /&gt;
{{Shotguns (LW2)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
{{main|Sniper Rifle (LW2)}}&lt;br /&gt;
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
{{Sniper Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Long Conventional}}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}&lt;br /&gt;
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
{{Pistols (LW2)}}&lt;br /&gt;
{{Pistols DLC 2 (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LW2)|Gunner]] class. While it is weaker than the [[Swords (LW2)|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is used by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLIN===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LW2)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LW2)#Grenades|Grenades]] thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn&lt;br /&gt;
{{Grenade Launchers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeter===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amp===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotgun ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
{{Sawed-Off Shotguns (LW2)}}&lt;br /&gt;
&lt;br /&gt;
{{Range (LW2)/Sawed Off}}&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LW2)}}&lt;br /&gt;
{{Swords DLC 2 (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Gauntlet ===&lt;br /&gt;
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.&lt;br /&gt;
{{Gauntlets (LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can&#039;t equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]&lt;br /&gt;
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamethrower (XCOM2)|Flamethrower]]&lt;br /&gt;
|Fires a short range cone that pierces low cover and can inflict Burning.&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher&lt;br /&gt;
|Replaces the Rocket Launcher for Technicals with Blaster Gauntlets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone.&lt;br /&gt;
|-&lt;br /&gt;
|Shredstorm Cannon&lt;br /&gt;
|Advanced Shredder Gun.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Blaster&lt;br /&gt;
|Fires a beam in a straight line, penetrating walls, cover and armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
Rocket accuracy can further be increased by increasing the soldier&#039;s base aim. Modifiers based on the soldier&#039;s weapon will not effect it.&lt;br /&gt;
For example, these effect the soldier&#039;s aim in general and will boost rocket accuracy:&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Perception]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Steady Hands]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Aim (Perk)]]&lt;br /&gt;
*[[Perk_List_(LW2)|Lone Wolf]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Combat Rush]]&lt;br /&gt;
*[[Perk_List_(LW2)|Combat Fitness]]&lt;br /&gt;
*Aim progression on stat bonuses from leveling up&lt;br /&gt;
&lt;br /&gt;
For a counter-example, these effect effects are tied to weapons and don&#039;t effect rocket accuracy:&lt;br /&gt;
* The accuracy boost from laser weapons&lt;br /&gt;
* Weapon upgrade modules (scopes, stocks, etc)&lt;br /&gt;
* [[Equipment_(LW2)#Ammunition|Tracer rounds]]&lt;br /&gt;
* [[Equipment_(LW2)#Personal_Combat_Sims|PCS: Hyper reactive pupils]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
[...]&lt;br /&gt;
Laser sights has proximity bonus on crit up to 10.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Elite&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25   &lt;br /&gt;
|-&lt;br /&gt;
|Suppressor || Reduces Soldier&#039;s impact on infiltration time by (X), Reduces a Weapon&#039;s sound range by (Y) meters.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 15%, 5 || 20%, 8 || 25%, 11 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 3.33 Tiles, Advanced: 5.33 Tiles, Superior: 7.33 Tiles; in a straight line.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85434</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85434"/>
		<updated>2018-01-21T12:02:10Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Weapon Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
{{main|Assault Rifle (LW2)}}&lt;br /&gt;
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
{{Assault Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
{{main|Cannon (LW2)}}&lt;br /&gt;
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
{{Cannons (LW2)}}&lt;br /&gt;
{{Range (LW2)/LMG All}}&lt;br /&gt;
&lt;br /&gt;
=== Submachine Guns ===&lt;br /&gt;
{{main|SMG (LW2)}}&lt;br /&gt;
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 12.5%.&lt;br /&gt;
{{SMGs (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
{{main|Shotgun (LW2)}}&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.&lt;br /&gt;
{{Shotguns (LW2)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
{{main|Sniper Rifle (LW2)}}&lt;br /&gt;
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
{{Sniper Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Long Conventional}}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}&lt;br /&gt;
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
{{Pistols (LW2)}}&lt;br /&gt;
{{Pistols DLC 2 (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LW2)|Gunner]] class. While it is weaker than the [[Swords (LW2)|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is used by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLIN===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LW2)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LW2)#Grenades|Grenades]] thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn&lt;br /&gt;
{{Grenade Launchers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeter===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amp===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotgun ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
{{Sawed-Off Shotguns (LW2)}}&lt;br /&gt;
&lt;br /&gt;
{{Range (LW2)/Sawed Off}}&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LW2)}}&lt;br /&gt;
{{Swords DLC 2 (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Gauntlet ===&lt;br /&gt;
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.&lt;br /&gt;
{{Gauntlets (LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can&#039;t equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]&lt;br /&gt;
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamethrower (XCOM2)|Flamethrower]]&lt;br /&gt;
|Fires a short range cone that pierces low cover and can inflict Burning.&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher&lt;br /&gt;
|Replaces the Rocket Launcher for Technicals with Blaster Gauntlets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone.&lt;br /&gt;
|-&lt;br /&gt;
|Shredstorm Cannon&lt;br /&gt;
|Advanced Shredder Gun.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Blaster&lt;br /&gt;
|Fires a beam in a straight line, penetrating walls, cover and armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
Rocket accuracy can further be increased by increasing the soldier&#039;s base aim. Modifiers based on the soldier&#039;s weapon will not effect it.&lt;br /&gt;
For example, these effect the soldier&#039;s aim in general and will boost rocket accuracy:&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Perception]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Steady Hands]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Aim (Perk)]]&lt;br /&gt;
*[[Perk_List_(LW2)|Lone Wolf]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Combat Rush]]&lt;br /&gt;
*[[Perk_List_(LW2)|Combat Fitness]]&lt;br /&gt;
*Aim progression on stat bonuses from leveling up&lt;br /&gt;
&lt;br /&gt;
For a counter-example, these effect effects are tied to weapons and don&#039;t effect rocket accuracy:&lt;br /&gt;
* The accuracy boost from laser weapons&lt;br /&gt;
* Weapon upgrade modules (scopes, stocks, etc)&lt;br /&gt;
* [[Equipment_(LW2)#Ammunition|Tracer rounds]]&lt;br /&gt;
* [[Equipment_(LW2)#Personal_Combat_Sims|PCS: Hyper reactive pupils]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
[...]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Elite&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25   &lt;br /&gt;
|-&lt;br /&gt;
|Suppressor || Reduces Soldier&#039;s impact on infiltration time by (X), Reduces a Weapon&#039;s sound range by (Y) meters.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 15%, 5 || 20%, 8 || 25%, 11 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 3.33 Tiles, Advanced: 5.33 Tiles, Superior: 7.33 Tiles; in a straight line.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85433</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=85433"/>
		<updated>2018-01-21T11:48:14Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Weapon Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
{{main|Assault Rifle (LW2)}}&lt;br /&gt;
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
{{Assault Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
{{main|Cannon (LW2)}}&lt;br /&gt;
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
{{Cannons (LW2)}}&lt;br /&gt;
{{Range (LW2)/LMG All}}&lt;br /&gt;
&lt;br /&gt;
=== Submachine Guns ===&lt;br /&gt;
{{main|SMG (LW2)}}&lt;br /&gt;
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 12.5%.&lt;br /&gt;
{{SMGs (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
{{main|Shotgun (LW2)}}&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.&lt;br /&gt;
{{Shotguns (LW2)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
{{main|Sniper Rifle (LW2)}}&lt;br /&gt;
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
{{Sniper Rifles (LW2)}}&lt;br /&gt;
{{Range (LW2)/Long Conventional}}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}&lt;br /&gt;
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
{{Pistols (LW2)}}&lt;br /&gt;
{{Pistols DLC 2 (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LW2)|Gunner]] class. While it is weaker than the [[Swords (LW2)|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is used by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLIN===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LW2)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LW2)#Grenades|Grenades]] thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn&lt;br /&gt;
{{Grenade Launchers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeter===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amp===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotgun ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
{{Sawed-Off Shotguns (LW2)}}&lt;br /&gt;
&lt;br /&gt;
{{Range (LW2)/Sawed Off}}&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LW2)}}&lt;br /&gt;
{{Swords DLC 2 (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Gauntlet ===&lt;br /&gt;
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.&lt;br /&gt;
{{Gauntlets (LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can&#039;t equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]&lt;br /&gt;
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamethrower (XCOM2)|Flamethrower]]&lt;br /&gt;
|Fires a short range cone that pierces low cover and can inflict Burning.&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher&lt;br /&gt;
|Replaces the Rocket Launcher for Technicals with Blaster Gauntlets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone.&lt;br /&gt;
|-&lt;br /&gt;
|Shredstorm Cannon&lt;br /&gt;
|Advanced Shredder Gun.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Blaster&lt;br /&gt;
|Fires a beam in a straight line, penetrating walls, cover and armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
Rocket accuracy can further be increased by increasing the soldier&#039;s base aim. Modifiers based on the soldier&#039;s weapon will not effect it.&lt;br /&gt;
For example, these effect the soldier&#039;s aim in general and will boost rocket accuracy:&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Perception]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Steady Hands]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Aim (Perk)]]&lt;br /&gt;
*[[Perk_List_(LW2)|Lone Wolf]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Combat Rush]]&lt;br /&gt;
*[[Perk_List_(LW2)|Combat Fitness]]&lt;br /&gt;
*Aim progression on stat bonuses from leveling up&lt;br /&gt;
&lt;br /&gt;
For a counter-example, these effect effects are tied to weapons and don&#039;t effect rocket accuracy:&lt;br /&gt;
* The accuracy boost from laser weapons&lt;br /&gt;
* Weapon upgrade modules (scopes, stocks, etc)&lt;br /&gt;
* [[Equipment_(LW2)#Ammunition|Tracer rounds]]&lt;br /&gt;
* [[Equipment_(LW2)#Personal_Combat_Sims|PCS: Hyper reactive pupils]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
[...]&lt;br /&gt;
Laser Sight have close range bonus on crit. up to 10.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Elite&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25   &lt;br /&gt;
|-&lt;br /&gt;
|Suppressor || Reduces Soldier&#039;s impact on infiltration time by (X), Reduces a Weapon&#039;s sound range by (Y) meters.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 15%, 5 || 20%, 8 || 25%, 11 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 3.33 Tiles, Advanced: 5.33 Tiles, Superior: 7.33 Tiles; in a straight line.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=85411</id>
		<title>Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=85411"/>
		<updated>2017-12-24T19:32:28Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Reinforcement schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reinforcements in LW2 follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Chryssalid Hive Queens or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn even if your squad is in concealment. Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Alert Level&lt;br /&gt;
(for the mission)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Bucket Increase per turn&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.29&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.21&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.38&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.49&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.52&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.43&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.32&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.59&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.48&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.62&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.65&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.37&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.53&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.56&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.72&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.58&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.78&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.44&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.66&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.47&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.1&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket each turn.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1).&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
In every mission that&#039;s not either timed evac or &amp;quot;kill them all&amp;quot;, strong 8 units reinforcements will start dropping each turn a number of turns after the squad breaks concealment and/or completes the mission objective. These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission. The number of turns before doom reinforcements show up is based solely on the difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Vetetan&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=85410</id>
		<title>Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=85410"/>
		<updated>2017-12-24T19:29:41Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reinforcements in LW2 follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Chryssalid Hive Queens or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn even if your squad is in concealment(it is patched to reduce stealth mission). Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Alert Level&lt;br /&gt;
(for the mission)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Bucket Increase per turn&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.29&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.21&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.38&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.49&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.52&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.43&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.32&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.59&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.48&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.62&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.65&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.37&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.53&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.56&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.72&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.58&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.78&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.44&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.66&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.47&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.1&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket each turn.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1).&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
In every mission that&#039;s not either timed evac or &amp;quot;kill them all&amp;quot;, strong 8 units reinforcements will start dropping each turn a number of turns after the squad breaks concealment and/or completes the mission objective. These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission. The number of turns before doom reinforcements show up is based solely on the difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Vetetan&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=85314</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=85314"/>
		<updated>2017-11-08T02:38:23Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical &amp;quot;cover-busting&amp;quot; and &amp;quot;crowd control&amp;quot; support during firefights.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
;Primary: &lt;br /&gt;
&#039;&#039;[[Assault Rifle]](Default), [[SMG]] or [[Shotgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Secondary:&lt;br /&gt;
&#039;&#039;[[Gauntlet]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers. The chance to apply burning to the target with flame thrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both&lt;br /&gt;
&lt;br /&gt;
==Branches==&lt;br /&gt;
Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn&#039;t penalize their mobility.&lt;br /&gt;
&lt;br /&gt;
;Left branch&lt;br /&gt;
&amp;quot;Rocketeer&amp;quot; type Technicals (Left branch) focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
;Right branch&lt;br /&gt;
&amp;quot;Fireman&amp;quot; type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
;Center branch&lt;br /&gt;
Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.3) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|Subclass1=Rocketeer&lt;br /&gt;
|Subclass2=Fireman&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Roust (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Burnout (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 1&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Soul_Merge_(LW2)/Info&amp;diff=84952</id>
		<title>Template:Soul Merge (LW2)/Info</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Soul_Merge_(LW2)/Info&amp;diff=84952"/>
		<updated>2017-05-19T06:41:49Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Reduces Mind Merge cooldown by 1 turn.&lt;br /&gt;
* Bonus ablative Hit Points improves to 1 per 20 psi offense score.&lt;br /&gt;
* Bonus will improves to 1 per 5 psi offense score.&lt;br /&gt;
* Bonus crit improves to 1 per 5 psi offense score.&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Soul_Merge_(LW2)&amp;diff=84951</id>
		<title>Template:Soul Merge (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Soul_Merge_(LW2)&amp;diff=84951"/>
		<updated>2017-05-19T06:40:25Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- NOTICE TO EDITORS: For the sake of future maintainability, please do not remove parameters nor rearrange them. This will make it easier in future to update this template using a bot and regular expressions if necessary.&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;{{Ability_(LW2)&lt;br /&gt;
  | s_image   = LW_AbilitySoulMerge.png&lt;br /&gt;
  | s_caption = Soul Merge&lt;br /&gt;
  | s_link    = &lt;br /&gt;
  | s_name    = Soul Merge&lt;br /&gt;
  | s_descr   = Increases effectiveness of Mind Merge by conferring larger bonuses to will, crit and ablative hit points and reducing its cooldown period.&lt;br /&gt;
  | s_id      = &lt;br /&gt;
  | s_templateName = Template:Soul Merge (LW2)&lt;br /&gt;
  | b_name = {{{ b_name | {{Ability (LW2)/Constants | b_NAME }} }}}&lt;br /&gt;
  | b_descr = {{{ b_descr | {{Ability (LW2)/Constants | b_DESCR }} }}}&lt;br /&gt;
  | b_info = {{{ b_info | {{Ability (LW2)/Constants | b_INFO }} }}}&lt;br /&gt;
  | b_table = {{{ b_table | {{Ability (LW2)/Constants | b_TABLE }} }}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War 2)]]&lt;br /&gt;
[[Category: Templates (Long War 2)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Mind_Merge_(LW2)&amp;diff=84950</id>
		<title>Template:Mind Merge (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Mind_Merge_(LW2)&amp;diff=84950"/>
		<updated>2017-05-19T06:39:06Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- NOTICE TO EDITORS: For the sake of future maintainability, please do not remove parameters nor rearrange them. This will make it easier in future to update this template using a bot and regular expressions if necessary.&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;{{Ability_(LW2)&lt;br /&gt;
  | s_image   = LW_AbilityMindmerge.png&lt;br /&gt;
  | s_caption = Mind Merge&lt;br /&gt;
  | s_link    = &lt;br /&gt;
  | s_name    = Mind Merge&lt;br /&gt;
  | s_descr   = Grants bonus will, crit and ablative hit points to an ally until the beginning of the player&#039;s next turn.&lt;br /&gt;
  | s_id      = &lt;br /&gt;
  | s_templateName = Template:Mind Merge (LW2)&lt;br /&gt;
  | b_name = {{{ b_name | {{Ability (LW2)/Constants | b_NAME }} }}}&lt;br /&gt;
  | b_descr = {{{ b_descr | {{Ability (LW2)/Constants | b_DESCR }} }}}&lt;br /&gt;
  | b_info = {{{ b_info | {{Ability (LW2)/Constants | b_INFO }} }}}&lt;br /&gt;
  | b_table = {{{ b_table | {{Ability (LW2)/Constants | b_TABLE }} }}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War 2)]]&lt;br /&gt;
[[Category: Templates (Long War 2)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Mind_Merge_(LW2)/Info&amp;diff=84949</id>
		<title>Template:Mind Merge (LW2)/Info</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Mind_Merge_(LW2)/Info&amp;diff=84949"/>
		<updated>2017-05-19T06:34:49Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: from 1.3 patch note change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Grants the targeted ally 1 ablative (shield) hit point, plus another one per 30 psi offense score of the Psi Operative using Mind Merge.&lt;br /&gt;
* Grants the targeted ally 1 crit per 10 psi offense score of the Psi Operative.&lt;br /&gt;
* Grants the targeted ally 1 will per 10 psi offense score of the Psi Operative.&lt;br /&gt;
* Effect lasts until the Psi Operative&#039;s next turn.&lt;br /&gt;
* Three-turn cooldown.&lt;br /&gt;
* Only visible allies may be targeted.&lt;br /&gt;
* Improved Psi Amps grant additional bonus will, crit and ablative hit points.&lt;br /&gt;
* Requires one action; using this ability doesn&#039;t end the caster&#039;s turn.&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84909</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84909"/>
		<updated>2017-05-16T21:29:14Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* ADVENT Retaliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have succesfully been eliminated.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job(except hiding job) while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. &lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84908</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84908"/>
		<updated>2017-05-16T21:27:10Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* ADVENT Retaliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have succesfully been eliminated.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every(except hiding job) job while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. &lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84907</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84907"/>
		<updated>2017-05-16T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Personnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have succesfully been eliminated.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. &lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=83379</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=83379"/>
		<updated>2017-02-15T23:11:08Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* bingo&amp;#039;s Modification Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there are too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
Use this link for mods for Longwar:&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/4gorly/long_war_101_mods_compatible_with_10_updated/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=73728</id>
		<title>Customizing LW2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=73728"/>
		<updated>2017-01-23T03:23:18Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Adding more turns to the mission timers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== What other mods are compatible? ==&lt;br /&gt;
DeaconIvory made a list of popular mods and how compatible they are with long war. You can find that list [https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view here]&lt;br /&gt;
&lt;br /&gt;
== Adding more turns to the mission timers ==&lt;br /&gt;
&lt;br /&gt;
Per the developer Amineri:&lt;br /&gt;
&lt;br /&gt;
As for the timers, if you look in the config file XComLW_Overhaul, there is a difficulty-specific modifier for timers :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
TimerDifficultyMod[0]=4;   Rookie&lt;br /&gt;
TimerDifficultyMod[1]=1;   Veteran&lt;br /&gt;
TimerDifficultyMod[2]=0;   Commander&lt;br /&gt;
TimerDifficultyMod[3]=0;   Legendary&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, 4 turns are added to timers on Rookie, 1 on Veteran. Modifying these can add turns.&lt;br /&gt;
&lt;br /&gt;
Config Location : Program Files (x86)\Steam\SteamApps\workshop\content\268500\844674609\Config &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72373</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72373"/>
		<updated>2016-06-25T15:46:05Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Mods for Longwar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there is too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
Use this link for mods for Longwar&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/32omh0/lw_long_war_101_compatible_mods/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72372</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72372"/>
		<updated>2016-06-25T15:45:35Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Mods for Longwar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there is too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
Use this link for Longwar mods&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/32omh0/lw_long_war_101_compatible_mods/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72371</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72371"/>
		<updated>2016-06-25T15:45:21Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Mods for Longwar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there is too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
Use this links for Longwar&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/32omh0/lw_long_war_101_compatible_mods/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72370</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72370"/>
		<updated>2016-06-25T15:45:08Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Mods for Longwar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there is too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
use this links for Longwar&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/32omh0/lw_long_war_101_compatible_mods/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72369</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=72369"/>
		<updated>2016-06-25T15:43:48Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* PatcherGUI Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there is too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
use this links for Longwar&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/32omh0/lw_long_war_101_compatible_mods/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=71448</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=71448"/>
		<updated>2016-03-01T22:43:13Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* bingo&amp;#039;s Modification Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there is too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=71427</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=71427"/>
		<updated>2016-02-26T13:48:12Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* iceofwolf&amp;#039;s Modification Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there is too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Repair_Bay_(Long_War)&amp;diff=70251</id>
		<title>Repair Bay (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Repair_Bay_(Long_War)&amp;diff=70251"/>
		<updated>2016-01-12T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Fac_cyberneticslab.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=[[MEC Trooper (Long War)|MEC Troopers]]&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] (+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|manpower=None&lt;br /&gt;
|credits=50&lt;br /&gt;
|quick credits=75&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|build time=10&lt;br /&gt;
|quick build time=5&lt;br /&gt;
|maintenance=10&lt;br /&gt;
|power=4&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Repair Bay&#039;&#039;&#039; enables augmentation of soldiers into MEC [[MEC Trooper (Long War)|Troopers]] via the Engineering menu tab. Only one Repair Bay may be constructed, although it counts as a Workshop if built next to one. Dr. Shen strongly recommends that XCOM build and deploy MECs as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
* Mechanized Exoskeletal Cybersuits, or MECs, are powerful battle suits that mount an array of useful weaponry and support equipment. In Long War, these can be ordered and built from the Armors tab in the &amp;quot;Build Items&amp;quot; menu entry instead of the previous Enemy Within Inventory system.&lt;br /&gt;
&lt;br /&gt;
* Each MEC can be customized to fit specific tactical approaches. If a MEC Trooper dies, his MEC suit is destroyed.&lt;br /&gt;
&lt;br /&gt;
* Please note that in Long War weapons, equipment and armor may become damaged and require some mending and repair after a mission. The Repair bay enables this new function, which requires a fraction of the build cost of each item and some time.&lt;br /&gt;
==Item repair ==&lt;br /&gt;
All produced items have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the items on the soldier to become damaged. If a soldier was reduced to 0 health, there&#039;s a 20~95% chance for the item to become damaged depending on each item value.(you can find each maximum chance that the item is damaged upon DefaultGameCore.ini) The actual chance scales with the health damage taken. Armor damage does cause the items to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.&lt;br /&gt;
==See also ==&lt;br /&gt;
*[[MEC Trooper (Long War)|MEC Troopers]]&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=70162</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=70162"/>
		<updated>2016-01-10T09:58:42Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* UFO Upgrades */ johnnylump  said :  There is an upper limit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&#039;&#039;&#039;UFOs&#039;&#039;&#039; 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 their 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 interceptors 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;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&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; +3 &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)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&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 unarmored 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;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#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)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognized by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to interceptors. As they are armored, 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;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#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)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest, Hunt&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;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#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)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&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-armored, 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;
Destroyers never land. They must be shot down for alien materials to be salvaged. Their internal structure is based on the Overseer UFO, rather than the vanilla Large Scout (sans the Ethereal Device): a high-value target to raid for Elerium resources of a Transport, with the enemy numbers of a Raider.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&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;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Retaliate, Oversee&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 difficulties. In harder difficulties, 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;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#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 (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Abduction&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;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &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 (6000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest&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;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&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; High (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest, Infiltrate&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 long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#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; High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Terrorize&lt;br /&gt;
&lt;br /&gt;
Structurally 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;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &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 (9000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Hunt, Bomb, Infiltrate&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;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very 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;: Very High (8000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a Battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
==Other UFO Statistics==&lt;br /&gt;
===UFO Bounties===&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harvester   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&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;
===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;
There is upper limit on UFO upgrade.&lt;br /&gt;
&lt;br /&gt;
===UFO Armor vs Damage Penetration===&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039; 5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=70116</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=70116"/>
		<updated>2016-01-06T02:17:45Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips for the Tactical Layer=&lt;br /&gt;
&lt;br /&gt;
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thyself&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good Commander knows their soldiers well. Particularly with Training Roulette on, keep an eye out for any good ability combinations, and make note of who has them. For example, someone with high move and Packmaster (+1 use to all items) would be good to give an Arc Thrower. Or soldiers that get Low Profile should be earmarked for Psionic Training in Psi Shadow. Opportunists with any multi-overwatch shot abilities would be good for Chryssalid and Zombie-infested missions, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thine Enemy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Study the UFOpaedia&#039;s [[Alien_Life_Forms_(Long_War)|alien database]] well: the expanded abilities displayed by the aliens can catch even a veteran vanilla player unaware, such as Berserkers being able to jump from the get-go, or Thin Men squad leaders getting Squadsight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An extremely useful type of grenade, try it over flash-bangs and psi-grenades. Although it doesn&#039;t affect the ever annoying chryssalids and thin men, it can be used against all other enemy types. Reduces aim, movement points and damages upon actions. Also extremely useful against later Cyberdisks, mechtoids and sectopods with insane hit-points and damage reduction. Can effectively reduce damage reduction of hardened enemies to 1-3 from (late stage) 8-10, making them much easier to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capturing Aliens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemically assisted capture.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will NOT move, or they would die. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A plethora of specimens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request. In addition, you can sell most of the alien weapons you&#039;ll get on the Grey market. As you will neither be able to use them yourself, nor get Council requests for them, until much &#039;&#039;much&#039;&#039; later (when you complete the research for them): there&#039;s no harm in selling a portion of this stock for most of the campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics: They aren&#039;t useless&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. They now also have an ability called &#039;&#039;&#039;Field Surgeon&#039;&#039; that has a 75% chance (100% if you field 2 Medics with it) of reducing non-Critically Wounded injury recovery time. Make one a Lieutenant with Stay Frosty, and you have a nice buffer for the expanded recovery mechanics of Long War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree present in Long War. A S.H.I.V does not suffer from fatigue or panic. If you want to try and take all the missions that the game throws at you, having some S.H.I.Vs is a good idea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanners.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Training Roulette on, any soldier class has a chance to get Scanners as a perk (and will carry two per mission). And later, if/when you can afford the Meld, give a few mid-line soldiers Bioelectric Skin, have each one take a turn on missions, and regroup when facing a Seeker pod (hopefully, there will be no grenade-wielding aliens around). Either way can save up an item slot for whatever else you think might help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades first.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not worth potentially losing valuable soldiers to recover meld. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.4 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide higher fractional meld amounts. &amp;lt;br&amp;gt;&lt;br /&gt;
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it&#039;s making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act. Put the camera to &#039;terrain gliding&#039; with F9, and look around when starting a mission: you may catch the movement of the canister&#039;s &#039;turret&#039; if you look for a bit. On &#039;&#039;top&#039;&#039; of UFOs is a common place (and are easy to spot in this method), so if you do not have a way to access them, consider them a write-off and take your time, unless you think you can rush to complete the mission before it goes off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrosive Attraction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Placing a Mimic Beacon and a Chem Grenade on each other acts like something between a Poor Man&#039;s Shredder Rocket and a Flashbang: most aliens will swarm around the Beacon, the acid cutting into their DR, and dinging the HP of organic enemies while reducing their aim and movement. Keep in mind that some aliens will still fire, even if out in the open in this situation, so for extra safety, get you soldiers out of line of sight in that round, and next round you&#039;ll know that most of them are conveniently clustered around the beacon for your AoE attacks! Be cautious of any on Overwatch when you move back into line-of-sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction vs Sentinel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Reaction allows for up to 3 &#039;&#039;consecutive&#039;&#039; Overwatch shots: if the first or second shot misses, your soldier will not be able to take the remaining shots. Sentinel allows for two Overwatch shots, the second of which will be taken regardless if the first hits or not. Either one benefits greatly from Opportunist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Game Armor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers. If flight doesn&#039;t interest you, the Vortex armor for your psionic troopers gives the same HP bonus, but slightly more mobility and defense, plus the +20 boost to will, and eliminates fatigue. Certainly, it&#039;s an expensive investment, but it (or the lesser Aurora Armor) is the only way you may be able to get to use the devastating Rift attack in battle.&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chatter on the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Every two turns your soldiers will &amp;quot;hear&amp;quot; the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no audible sound during this reveal are outsiders, though they will still trigger the indicator&#039;s mechanics (as usually they&#039;ll be the last aliens in a UFO assault mission). And learn the sounds the various enemies make during Alien Activity to get a feel of enemy composition: Sectoids chitter, Thin Men rasp, Mutons roar (Berserkers &amp;amp; Elites have slightly different sounds), Floaters rocket and growl, Cyberdiscs make.... ufo-y sounds, drones hover-whine, Mechtoids and Sectopods share heavy footfalls, you hear the Chryssalids in your nightmares, the Ethereals &#039;talk&#039; and EXALT make scrambled radio chatter. In landed UFOs, a sharp ear (and a good sound system) can tell you if the roaming pods are in the UFO (the clanking of boots on alloy floors) or outside (the more muffled padding of aliens on soil)-- at least for the bipedal aliens. The length of Alien Activity will also give you an idea of how many aliens (and EXALT agents) there are left.  On Council and Covert Op missions, if the alien turn barely lasts a moment, there are no enemies in play, so continue with the mission without worry (until the next airdrop triggers, anyways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supression, Flashbangs, Overwatch and You&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots, and it appears to not activate pods that can only be seen in transit (i.e. if you can see them at the grapple destination, they still activate). Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, target cloaking, and flashbangs will cancel Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Block the exit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A soldier can effectively &amp;quot;lock&amp;quot; a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be &amp;quot;locked&amp;quot; by standing at the top of them; chryssalids, thin men, berserkers, and outsiders can simply vault up onto any rooftop, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scatter Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The number of tiles that shows up as a rocket&#039;s scatter means that the rocket has a 68% chance of hitting somewhere within that many tiles from the center of the shown blast zone. The 68% is derived from the statistical normal distribution where 68% is the number of all values that fall within one standard-deviation of the mean. By applying this, a rocket of scatter 1.5 tiles will land within 1.5 tiles of the center of the blast zone 68% of the time.&lt;br /&gt;
&lt;br /&gt;
By doubling the rocket scatter you are given, you arrive at two standard deviations from the mean (average). This means that there is a 95% chance that a rocket will land within 2x the shown rocket scatter from the center of the blast zone (i.e. a rocket of scatter 2.0 tiles will land within 4.0 tiles of the center of the blast zone 95% of the time)&lt;br /&gt;
&lt;br /&gt;
Rockets do not scatter vertically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MECs&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with &amp;quot;one for all&amp;quot; without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. The KSM does not work with &amp;quot;In The Zone&amp;quot;, but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight. &#039;&#039;Line of sight range is 17 tiles in a straight line&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When do I keep corpses, weapon frags, meld, and alloys from alien bodies?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As Dr. Vahlen aggressively points out, killing an alien with an explosive will not yield any weapon fragments upon death, but what about the other things like corpses?&amp;lt;br&amp;gt;&lt;br /&gt;
Follow this guide: &amp;lt;br&amp;gt;&lt;br /&gt;
1. Any alien that is hurt by an explosive weapon at any time, will not give any meld (different aliens drop different fractional amounts of meld). However, they will give everything else upon death unless any of the following items in this list supersede.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Any alien this is dealt the killing blow with an explosive, will lose everything. You will not get meld, alloys, weapon fragments, or corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Any legitimate (i.e. not killed by explosives) alien corpses/wrecks laying on the ground will NOT be destroyed if an explosive weapon detonates nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Any unconscious alien captures WILL be killed if they get caught in an explosive blast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a related note: blowing up walls of downed/landed UFOs does not affect any of the resource outcome of that mission. However, blowing up intact alien computers, power sources, etc, will still destroy that item.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush from west and teammates from south will easily flank&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you flush an enemy while flusher is at side of enemy, the enemy set the cover position only toward flusher, and that positon is easy to be flanked by the other soldiers. the alien who is flushed doesn&#039;t consider the other soldiers at all. you don&#039;t have to flank him  actually when you flush him doing this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All aliens tend to interrupt suppression by firing suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
successful hit on suppressor negate suppression, so aliens tend to shoot suppressor first. the suppressor can be used as Tanker. it&#039;s good to make your suppressor have full HP and high cover before using suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use side of map&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t make your soldier go to center of map for flank or you will get addtional enemies from every direction. use side of map if you want a great flank. the probability of meeting new enemies is almost 1/2 ~ 1/3 if you use edge of map rather than center of map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien AI tendency to shoot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
if the accuracy to a soldier is very high, chance of shot to him is very very high.(the flanked, SHIV, MEC)&amp;lt;br&amp;gt;&lt;br /&gt;
if a soldier&#039;s current HP is low, so he can be killed by one shot, chance of shot to him is increased.&amp;lt;br&amp;gt;&lt;br /&gt;
if a soldier is using suppression burst, chance of shot to him is increased a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
if the accuracy to a soldier is higher than others, chance of shot to him is increased.(you can use Reinforced Armor for tanking purpose because Reinforced armor lower defense)&lt;br /&gt;
&lt;br /&gt;
==Perk Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 50% damage reduction from the perk &amp;quot;flush&amp;quot; is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Shots&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many perks offer free shots or additional shots, to see which perks allow certain types of free shots, refer to the following list.&lt;br /&gt;
&lt;br /&gt;
1.	Light Em Up, Close Encounters and Hit &amp;amp; Run only activate from basic fire (primary &amp;amp; sidearm). &amp;lt;br&amp;gt;&lt;br /&gt;
2.	In The Zone activates from basic fire, Disabling Shot, Flush, Precision Shot and Rapid Shot, but only from primary weapon shots.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Ready For Anything and Double Tap activate from basic fire, Disabling Shot, Flush, and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
4.	When activated, Double Tap allows basic fire, Disabling Shot and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
5.	When activated, Run &amp;amp; Gun allows basic fire, Flush, Rapid Fire, Suppression and Overwatch (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorted by ability:&amp;lt;br&amp;gt;&lt;br /&gt;
1.	Basic fire: Activates Light Em Up, Close Encounters, Hit and Run, In The Zone, Ready For Anything, Double Tap. Available from both Double Tap and Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
2.	Disabling Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Precision Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
4.	Flush: Activates In The Zone, Ready For Anything, Double Tap. Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
5.	Rapid Fire: Activates In The Zone (on either 1st or 2nd shot). Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
6.	Suppression: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
7.	Overwatch: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
8.	Steady Weapon: Not available from either Run &amp;amp; Gun or Double Tap.&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens don&#039;t like being flanked.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn. One exception to a flanked alien running is if there is only 1 XCOM soldier flanking the alien AND that alien has a killing flank shot on that 1 soldier. The moral of that story is, don&#039;t put one of your soldiers into a flank just to get a flank on an alien.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drones cannot overwatch, nor can they go through closed doors (except in seemingly extraordinary cases). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberdicks&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outsiders are extremely dangerous: they have muscle fiber density, great aim, and health regeneration, but they carry no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can&#039;t strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them. The only soldier who will not react to a decloak, is the soldier who is about to be strangled by the decloaking seeker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). &lt;br /&gt;
Things that reduce the damage of Psi Lance and Rift: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Every form of DR including cover.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Every 10 points of soldier&#039;s will reduce damage by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Combat drugs reduce it by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Psi inspiration reduce it by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Mind merge reduces it by a currently unknown scaling amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowing is half the battle!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Missions: Tips &amp;amp; Tactics.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).&amp;lt;br&amp;gt;&lt;br /&gt;
2) Exalt is a much greater threat with more gene mods and vastly more agents: if you feel you&#039;ll need your heavy hitters, pick your lineup and let them stay home when you send your Operative out, so they&#039;ll be fresh when it&#039;s time for the extraction.&amp;lt;br&amp;gt;&lt;br /&gt;
3) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.&amp;lt;br&amp;gt;&lt;br /&gt;
4) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don&#039;t risk your troops to rush it too. Just converge at the transmitter for a last stand.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Blow up all cover at the encoder or transmitter. Exalt agents are dumb enough to rush into that area and stay in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
6) If you can hold EXALT off from both the Encoder and Transmitter, there&#039;s an extra Credit bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
7) As there is always a larger number of EXALT agents, it&#039;s easy to get a few buckets of Meld from the corpses: enough to make it worthwhile to farm these missions while you can still beat it.&amp;lt;br&amp;gt;&lt;br /&gt;
8) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to do so (a.k.a when he moves right next to it), and &#039;&#039;not&#039;&#039; when he &#039;&#039;actually&#039;&#039; hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.&amp;lt;br&amp;gt;&lt;br /&gt;
9) On these, it is not necessary to eliminate all Exalt agents-- a tall order anyways, given you&#039;re only allowed 4 soldiers: feel free to just &#039;smash n&#039; grab,&#039; if the map allows it. Consider sending soldiers with high move, dashing from relay to relay, and haul ass out of there.&amp;lt;br&amp;gt;&lt;br /&gt;
10) There are fewer EXALT squads seeded onto the map when you begin the mission, so the bigger danger is the airdropped agents, who will often appear in inconvenient places.&amp;lt;br&amp;gt;&lt;br /&gt;
11) There will also be EXALT airdrops on your way back to the Skyranger, so plan ahead with soldier positions for that. There&#039;ll often be 2 or 3 (dropped every other turn) within 1 move&#039;s distance of the extraction zone; these you can camp for a little extra XP, or stun for their laser weapons if they&#039;re Elites.&amp;lt;br&amp;gt;&lt;br /&gt;
12) If you don&#039;t mind a bit of [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|Save Scumming]], save before the notice for extraction comes up from the Hologlobe. Then let the notice appear, and see which of the two Extraction types it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Site Recon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a ton more chryssalids in the Long War iteration of this mission: naturally, bring many explosives, and bring soldiers that can either hit hard or hit twice. Expect the bugs to try to overrun you right from the get-go, so manage your ammo carefully, so there&#039;s always at least half your squad ready to fire or go into overwatch. As cover doesn&#039;t matter anyways, place your soldiers in lines so the first chryssalid (often the pod leader, with Rapid Reaction) doesn&#039;t activate all the overwatches, but as each one is slowed by the reaction shot &amp;quot;bullet time,&amp;quot; the rest of the pack members get attacked in sequence. Beware, however, of never taking cover, as there is a single pod of thin men on the map. Don&#039;t place soldiers near the guardrail of the upper elevation, as many of the packs will come from the docks proper, and it&#039;ll do you no good if any are hiding in the shadow of the ledge: having the forward soldier (whom the chryssalids will most often swarm around) away from the edge will make them all swarm at least on the same level, and in a convenient grouping for grenades, rockets, flamethrowers, and bullets/lasers/plasma. Don&#039;t forget to blow up those large fish, lest they hatch more bugs on your way back. If you&#039;ve managed to get the Alien Grenades (Muton Autopsy) Research/Foundry projects done, Alien and the upgraded AP grenades are supremely helpful. If you got some to spare when you reach the boat: take out a few of it&#039;s walls on the starboard side, so your Squadsight Snipers can perch a ways away and hit the emerging chryssalids and cover the rest of Strike 1&#039;s retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abductor Blitzkrieg Counter-Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, you may find Abductor and Harvester UFO assaults to be surprisingly difficult: due to the actually limited size of these two types of UFOs (and how the maps that include them tend to also be small), you may find yourself being rushed by nearly every pod in the map at once. Pick your strike team and their equipment with this in mind, to either push back against this threat (such as psionic soldiers with mind control to scramble their ranks, and HP boost items for high-health soldiers), or pull back defensively (soldiers with high move, and Overwatch-boosting abilites), and perhaps either way, to bring plenty of explosives to deny enemy cover&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=70115</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=70115"/>
		<updated>2016-01-06T02:09:07Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips for the Tactical Layer=&lt;br /&gt;
&lt;br /&gt;
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thyself&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good Commander knows their soldiers well. Particularly with Training Roulette on, keep an eye out for any good ability combinations, and make note of who has them. For example, someone with high move and Packmaster (+1 use to all items) would be good to give an Arc Thrower. Or soldiers that get Low Profile should be earmarked for Psionic Training in Psi Shadow. Opportunists with any multi-overwatch shot abilities would be good for Chryssalid and Zombie-infested missions, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thine Enemy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Study the UFOpaedia&#039;s [[Alien_Life_Forms_(Long_War)|alien database]] well: the expanded abilities displayed by the aliens can catch even a veteran vanilla player unaware, such as Berserkers being able to jump from the get-go, or Thin Men squad leaders getting Squadsight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An extremely useful type of grenade, try it over flash-bangs and psi-grenades. Although it doesn&#039;t affect the ever annoying chryssalids and thin men, it can be used against all other enemy types. Reduces aim, movement points and damages upon actions. Also extremely useful against later Cyberdisks, mechtoids and sectopods with insane hit-points and damage reduction. Can effectively reduce damage reduction of hardened enemies to 1-3 from (late stage) 8-10, making them much easier to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capturing Aliens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemically assisted capture.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will NOT move, or they would die. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A plethora of specimens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request. In addition, you can sell most of the alien weapons you&#039;ll get on the Grey market. As you will neither be able to use them yourself, nor get Council requests for them, until much &#039;&#039;much&#039;&#039; later (when you complete the research for them): there&#039;s no harm in selling a portion of this stock for most of the campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics: They aren&#039;t useless&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. They now also have an ability called &#039;&#039;&#039;Field Surgeon&#039;&#039; that has a 75% chance (100% if you field 2 Medics with it) of reducing non-Critically Wounded injury recovery time. Make one a Lieutenant with Stay Frosty, and you have a nice buffer for the expanded recovery mechanics of Long War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree present in Long War. A S.H.I.V does not suffer from fatigue or panic. If you want to try and take all the missions that the game throws at you, having some S.H.I.Vs is a good idea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanners.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Training Roulette on, any soldier class has a chance to get Scanners as a perk (and will carry two per mission). And later, if/when you can afford the Meld, give a few mid-line soldiers Bioelectric Skin, have each one take a turn on missions, and regroup when facing a Seeker pod (hopefully, there will be no grenade-wielding aliens around). Either way can save up an item slot for whatever else you think might help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades first.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not worth potentially losing valuable soldiers to recover meld. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.4 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide higher fractional meld amounts. &amp;lt;br&amp;gt;&lt;br /&gt;
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it&#039;s making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act. Put the camera to &#039;terrain gliding&#039; with F9, and look around when starting a mission: you may catch the movement of the canister&#039;s &#039;turret&#039; if you look for a bit. On &#039;&#039;top&#039;&#039; of UFOs is a common place (and are easy to spot in this method), so if you do not have a way to access them, consider them a write-off and take your time, unless you think you can rush to complete the mission before it goes off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrosive Attraction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Placing a Mimic Beacon and a Chem Grenade on each other acts like something between a Poor Man&#039;s Shredder Rocket and a Flashbang: most aliens will swarm around the Beacon, the acid cutting into their DR, and dinging the HP of organic enemies while reducing their aim and movement. Keep in mind that some aliens will still fire, even if out in the open in this situation, so for extra safety, get you soldiers out of line of sight in that round, and next round you&#039;ll know that most of them are conveniently clustered around the beacon for your AoE attacks! Be cautious of any on Overwatch when you move back into line-of-sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction vs Sentinel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Reaction allows for up to 3 &#039;&#039;consecutive&#039;&#039; Overwatch shots: if the first or second shot misses, your soldier will not be able to take the remaining shots. Sentinel allows for two Overwatch shots, the second of which will be taken regardless if the first hits or not. Either one benefits greatly from Opportunist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Game Armor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers. If flight doesn&#039;t interest you, the Vortex armor for your psionic troopers gives the same HP bonus, but slightly more mobility and defense, plus the +20 boost to will, and eliminates fatigue. Certainly, it&#039;s an expensive investment, but it (or the lesser Aurora Armor) is the only way you may be able to get to use the devastating Rift attack in battle.&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chatter on the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Every two turns your soldiers will &amp;quot;hear&amp;quot; the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no audible sound during this reveal are outsiders, though they will still trigger the indicator&#039;s mechanics (as usually they&#039;ll be the last aliens in a UFO assault mission). And learn the sounds the various enemies make during Alien Activity to get a feel of enemy composition: Sectoids chitter, Thin Men rasp, Mutons roar (Berserkers &amp;amp; Elites have slightly different sounds), Floaters rocket and growl, Cyberdiscs make.... ufo-y sounds, drones hover-whine, Mechtoids and Sectopods share heavy footfalls, you hear the Chryssalids in your nightmares, the Ethereals &#039;talk&#039; and EXALT make scrambled radio chatter. In landed UFOs, a sharp ear (and a good sound system) can tell you if the roaming pods are in the UFO (the clanking of boots on alloy floors) or outside (the more muffled padding of aliens on soil)-- at least for the bipedal aliens. The length of Alien Activity will also give you an idea of how many aliens (and EXALT agents) there are left.  On Council and Covert Op missions, if the alien turn barely lasts a moment, there are no enemies in play, so continue with the mission without worry (until the next airdrop triggers, anyways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supression, Flashbangs, Overwatch and You&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots, and it appears to not activate pods that can only be seen in transit (i.e. if you can see them at the grapple destination, they still activate). Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, target cloaking, and flashbangs will cancel Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Block the exit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A soldier can effectively &amp;quot;lock&amp;quot; a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be &amp;quot;locked&amp;quot; by standing at the top of them; chryssalids, thin men, berserkers, and outsiders can simply vault up onto any rooftop, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scatter Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The number of tiles that shows up as a rocket&#039;s scatter means that the rocket has a 68% chance of hitting somewhere within that many tiles from the center of the shown blast zone. The 68% is derived from the statistical normal distribution where 68% is the number of all values that fall within one standard-deviation of the mean. By applying this, a rocket of scatter 1.5 tiles will land within 1.5 tiles of the center of the blast zone 68% of the time.&lt;br /&gt;
&lt;br /&gt;
By doubling the rocket scatter you are given, you arrive at two standard deviations from the mean (average). This means that there is a 95% chance that a rocket will land within 2x the shown rocket scatter from the center of the blast zone (i.e. a rocket of scatter 2.0 tiles will land within 4.0 tiles of the center of the blast zone 95% of the time)&lt;br /&gt;
&lt;br /&gt;
Rockets do not scatter vertically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MECs&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with &amp;quot;one for all&amp;quot; without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. The KSM does not work with &amp;quot;In The Zone&amp;quot;, but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight. &#039;&#039;Line of sight range is 17 tiles in a straight line&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When do I keep corpses, weapon frags, meld, and alloys from alien bodies?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As Dr. Vahlen aggressively points out, killing an alien with an explosive will not yield any weapon fragments upon death, but what about the other things like corpses?&amp;lt;br&amp;gt;&lt;br /&gt;
Follow this guide: &amp;lt;br&amp;gt;&lt;br /&gt;
1. Any alien that is hurt by an explosive weapon at any time, will not give any meld (different aliens drop different fractional amounts of meld). However, they will give everything else upon death unless any of the following items in this list supersede.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Any alien this is dealt the killing blow with an explosive, will lose everything. You will not get meld, alloys, weapon fragments, or corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Any legitimate (i.e. not killed by explosives) alien corpses/wrecks laying on the ground will NOT be destroyed if an explosive weapon detonates nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Any unconscious alien captures WILL be killed if they get caught in an explosive blast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a related note: blowing up walls of downed/landed UFOs does not affect any of the resource outcome of that mission. However, blowing up intact alien computers, power sources, etc, will still destroy that item.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush from west and teammates from south will easily flank&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you flush an enemy while flusher is at side of enemy, the enemy set the cover position only toward flusher, and that positon is easy to be flanked by the other soldiers. the alien who is flushed doesn&#039;t consider the other soldiers at all. you don&#039;t have to flank him  actually when you flush him doing this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All aliens tend to interrupt suppression by firing suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
successful hit on suppressor negate suppression, so aliens tend to shoot suppressor first. the suppressor can be used as Tanker. it&#039;s good to make your suppressor have full HP and high cover before using suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use side of map&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t make your soldier go to center of map for flank or you will get addtional enemies from every direction. use side of map if you want a great flank. the probability of meeting new enemies is almost 1/2 ~ 1/3 if you use edge of map rather than center of map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien AI tendency to shoot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
if the accuracy to a soldier is very high, chance of shot to him is very very high.(the flanked, SHIV, MEC)&amp;lt;br&amp;gt;&lt;br /&gt;
if a soldier&#039;s current HP is low, so he can be killed by one shot, chance of shot to him is very high.&amp;lt;br&amp;gt;&lt;br /&gt;
if a soldier is using suppression burst, chance of shot to him is high.&amp;lt;br&amp;gt;&lt;br /&gt;
if the accuracy to a soldier is higher than others, chance of shot to him is high.(you can use Reinforced Armor for tanking purpose because Reinforced armor lower defense), but if there is someone that can be killed by one shot, Alien shoot to him who can be killed by one shot a bit regardless of accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Perk Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 50% damage reduction from the perk &amp;quot;flush&amp;quot; is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Shots&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many perks offer free shots or additional shots, to see which perks allow certain types of free shots, refer to the following list.&lt;br /&gt;
&lt;br /&gt;
1.	Light Em Up, Close Encounters and Hit &amp;amp; Run only activate from basic fire (primary &amp;amp; sidearm). &amp;lt;br&amp;gt;&lt;br /&gt;
2.	In The Zone activates from basic fire, Disabling Shot, Flush, Precision Shot and Rapid Shot, but only from primary weapon shots.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Ready For Anything and Double Tap activate from basic fire, Disabling Shot, Flush, and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
4.	When activated, Double Tap allows basic fire, Disabling Shot and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
5.	When activated, Run &amp;amp; Gun allows basic fire, Flush, Rapid Fire, Suppression and Overwatch (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorted by ability:&amp;lt;br&amp;gt;&lt;br /&gt;
1.	Basic fire: Activates Light Em Up, Close Encounters, Hit and Run, In The Zone, Ready For Anything, Double Tap. Available from both Double Tap and Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
2.	Disabling Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Precision Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
4.	Flush: Activates In The Zone, Ready For Anything, Double Tap. Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
5.	Rapid Fire: Activates In The Zone (on either 1st or 2nd shot). Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
6.	Suppression: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
7.	Overwatch: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
8.	Steady Weapon: Not available from either Run &amp;amp; Gun or Double Tap.&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens don&#039;t like being flanked.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn. One exception to a flanked alien running is if there is only 1 XCOM soldier flanking the alien AND that alien has a killing flank shot on that 1 soldier. The moral of that story is, don&#039;t put one of your soldiers into a flank just to get a flank on an alien.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drones cannot overwatch, nor can they go through closed doors (except in seemingly extraordinary cases). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberdicks&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outsiders are extremely dangerous: they have muscle fiber density, great aim, and health regeneration, but they carry no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can&#039;t strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them. The only soldier who will not react to a decloak, is the soldier who is about to be strangled by the decloaking seeker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). &lt;br /&gt;
Things that reduce the damage of Psi Lance and Rift: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Every form of DR including cover.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Every 10 points of soldier&#039;s will reduce damage by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Combat drugs reduce it by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Psi inspiration reduce it by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Mind merge reduces it by a currently unknown scaling amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowing is half the battle!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Missions: Tips &amp;amp; Tactics.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).&amp;lt;br&amp;gt;&lt;br /&gt;
2) Exalt is a much greater threat with more gene mods and vastly more agents: if you feel you&#039;ll need your heavy hitters, pick your lineup and let them stay home when you send your Operative out, so they&#039;ll be fresh when it&#039;s time for the extraction.&amp;lt;br&amp;gt;&lt;br /&gt;
3) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.&amp;lt;br&amp;gt;&lt;br /&gt;
4) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don&#039;t risk your troops to rush it too. Just converge at the transmitter for a last stand.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Blow up all cover at the encoder or transmitter. Exalt agents are dumb enough to rush into that area and stay in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
6) If you can hold EXALT off from both the Encoder and Transmitter, there&#039;s an extra Credit bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
7) As there is always a larger number of EXALT agents, it&#039;s easy to get a few buckets of Meld from the corpses: enough to make it worthwhile to farm these missions while you can still beat it.&amp;lt;br&amp;gt;&lt;br /&gt;
8) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to do so (a.k.a when he moves right next to it), and &#039;&#039;not&#039;&#039; when he &#039;&#039;actually&#039;&#039; hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.&amp;lt;br&amp;gt;&lt;br /&gt;
9) On these, it is not necessary to eliminate all Exalt agents-- a tall order anyways, given you&#039;re only allowed 4 soldiers: feel free to just &#039;smash n&#039; grab,&#039; if the map allows it. Consider sending soldiers with high move, dashing from relay to relay, and haul ass out of there.&amp;lt;br&amp;gt;&lt;br /&gt;
10) There are fewer EXALT squads seeded onto the map when you begin the mission, so the bigger danger is the airdropped agents, who will often appear in inconvenient places.&amp;lt;br&amp;gt;&lt;br /&gt;
11) There will also be EXALT airdrops on your way back to the Skyranger, so plan ahead with soldier positions for that. There&#039;ll often be 2 or 3 (dropped every other turn) within 1 move&#039;s distance of the extraction zone; these you can camp for a little extra XP, or stun for their laser weapons if they&#039;re Elites.&amp;lt;br&amp;gt;&lt;br /&gt;
12) If you don&#039;t mind a bit of [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|Save Scumming]], save before the notice for extraction comes up from the Hologlobe. Then let the notice appear, and see which of the two Extraction types it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Site Recon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a ton more chryssalids in the Long War iteration of this mission: naturally, bring many explosives, and bring soldiers that can either hit hard or hit twice. Expect the bugs to try to overrun you right from the get-go, so manage your ammo carefully, so there&#039;s always at least half your squad ready to fire or go into overwatch. As cover doesn&#039;t matter anyways, place your soldiers in lines so the first chryssalid (often the pod leader, with Rapid Reaction) doesn&#039;t activate all the overwatches, but as each one is slowed by the reaction shot &amp;quot;bullet time,&amp;quot; the rest of the pack members get attacked in sequence. Beware, however, of never taking cover, as there is a single pod of thin men on the map. Don&#039;t place soldiers near the guardrail of the upper elevation, as many of the packs will come from the docks proper, and it&#039;ll do you no good if any are hiding in the shadow of the ledge: having the forward soldier (whom the chryssalids will most often swarm around) away from the edge will make them all swarm at least on the same level, and in a convenient grouping for grenades, rockets, flamethrowers, and bullets/lasers/plasma. Don&#039;t forget to blow up those large fish, lest they hatch more bugs on your way back. If you&#039;ve managed to get the Alien Grenades (Muton Autopsy) Research/Foundry projects done, Alien and the upgraded AP grenades are supremely helpful. If you got some to spare when you reach the boat: take out a few of it&#039;s walls on the starboard side, so your Squadsight Snipers can perch a ways away and hit the emerging chryssalids and cover the rest of Strike 1&#039;s retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abductor Blitzkrieg Counter-Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, you may find Abductor and Harvester UFO assaults to be surprisingly difficult: due to the actually limited size of these two types of UFOs (and how the maps that include them tend to also be small), you may find yourself being rushed by nearly every pod in the map at once. Pick your strike team and their equipment with this in mind, to either push back against this threat (such as psionic soldiers with mind control to scramble their ranks, and HP boost items for high-health soldiers), or pull back defensively (soldiers with high move, and Overwatch-boosting abilites), and perhaps either way, to bring plenty of explosives to deny enemy cover&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=70114</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=70114"/>
		<updated>2016-01-06T01:53:35Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Game Mechanics */&lt;/p&gt;
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=General Advice &amp;amp; Tips for the Tactical Layer=&lt;br /&gt;
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This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.&lt;br /&gt;
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&#039;&#039;&#039;Know Thyself&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good Commander knows their soldiers well. Particularly with Training Roulette on, keep an eye out for any good ability combinations, and make note of who has them. For example, someone with high move and Packmaster (+1 use to all items) would be good to give an Arc Thrower. Or soldiers that get Low Profile should be earmarked for Psionic Training in Psi Shadow. Opportunists with any multi-overwatch shot abilities would be good for Chryssalid and Zombie-infested missions, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Know Thine Enemy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Study the UFOpaedia&#039;s [[Alien_Life_Forms_(Long_War)|alien database]] well: the expanded abilities displayed by the aliens can catch even a veteran vanilla player unaware, such as Berserkers being able to jump from the get-go, or Thin Men squad leaders getting Squadsight.&lt;br /&gt;
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&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An extremely useful type of grenade, try it over flash-bangs and psi-grenades. Although it doesn&#039;t affect the ever annoying chryssalids and thin men, it can be used against all other enemy types. Reduces aim, movement points and damages upon actions. Also extremely useful against later Cyberdisks, mechtoids and sectopods with insane hit-points and damage reduction. Can effectively reduce damage reduction of hardened enemies to 1-3 from (late stage) 8-10, making them much easier to kill.&lt;br /&gt;
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&#039;&#039;&#039;Capturing Aliens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.&lt;br /&gt;
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&#039;&#039;&#039;Chemically assisted capture.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will NOT move, or they would die. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).&lt;br /&gt;
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&#039;&#039;&#039;A plethora of specimens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request. In addition, you can sell most of the alien weapons you&#039;ll get on the Grey market. As you will neither be able to use them yourself, nor get Council requests for them, until much &#039;&#039;much&#039;&#039; later (when you complete the research for them): there&#039;s no harm in selling a portion of this stock for most of the campaign.&lt;br /&gt;
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&#039;&#039;&#039;Medics: They aren&#039;t useless&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. They now also have an ability called &#039;&#039;&#039;Field Surgeon&#039;&#039; that has a 75% chance (100% if you field 2 Medics with it) of reducing non-Critically Wounded injury recovery time. Make one a Lieutenant with Stay Frosty, and you have a nice buffer for the expanded recovery mechanics of Long War.&lt;br /&gt;
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&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
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&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree present in Long War. A S.H.I.V does not suffer from fatigue or panic. If you want to try and take all the missions that the game throws at you, having some S.H.I.Vs is a good idea. &lt;br /&gt;
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&#039;&#039;&#039;Battle Scanners.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Training Roulette on, any soldier class has a chance to get Scanners as a perk (and will carry two per mission). And later, if/when you can afford the Meld, give a few mid-line soldiers Bioelectric Skin, have each one take a turn on missions, and regroup when facing a Seeker pod (hopefully, there will be no grenade-wielding aliens around). Either way can save up an item slot for whatever else you think might help.&lt;br /&gt;
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&#039;&#039;&#039;Grenades first.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.&lt;br /&gt;
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&#039;&#039;&#039;Meld.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not worth potentially losing valuable soldiers to recover meld. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.4 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide higher fractional meld amounts. &amp;lt;br&amp;gt;&lt;br /&gt;
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it&#039;s making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act. Put the camera to &#039;terrain gliding&#039; with F9, and look around when starting a mission: you may catch the movement of the canister&#039;s &#039;turret&#039; if you look for a bit. On &#039;&#039;top&#039;&#039; of UFOs is a common place (and are easy to spot in this method), so if you do not have a way to access them, consider them a write-off and take your time, unless you think you can rush to complete the mission before it goes off.&lt;br /&gt;
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&#039;&#039;&#039;Corrosive Attraction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Placing a Mimic Beacon and a Chem Grenade on each other acts like something between a Poor Man&#039;s Shredder Rocket and a Flashbang: most aliens will swarm around the Beacon, the acid cutting into their DR, and dinging the HP of organic enemies while reducing their aim and movement. Keep in mind that some aliens will still fire, even if out in the open in this situation, so for extra safety, get you soldiers out of line of sight in that round, and next round you&#039;ll know that most of them are conveniently clustered around the beacon for your AoE attacks! Be cautious of any on Overwatch when you move back into line-of-sight.&lt;br /&gt;
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&#039;&#039;&#039;Rapid Reaction vs Sentinel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Reaction allows for up to 3 &#039;&#039;consecutive&#039;&#039; Overwatch shots: if the first or second shot misses, your soldier will not be able to take the remaining shots. Sentinel allows for two Overwatch shots, the second of which will be taken regardless if the first hits or not. Either one benefits greatly from Opportunist.&lt;br /&gt;
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&#039;&#039;&#039;End Game Armor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers. If flight doesn&#039;t interest you, the Vortex armor for your psionic troopers gives the same HP bonus, but slightly more mobility and defense, plus the +20 boost to will, and eliminates fatigue. Certainly, it&#039;s an expensive investment, but it (or the lesser Aurora Armor) is the only way you may be able to get to use the devastating Rift attack in battle.&lt;br /&gt;
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==Game Mechanics==&lt;br /&gt;
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&#039;&#039;&#039;Chatter on the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Every two turns your soldiers will &amp;quot;hear&amp;quot; the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no audible sound during this reveal are outsiders, though they will still trigger the indicator&#039;s mechanics (as usually they&#039;ll be the last aliens in a UFO assault mission). And learn the sounds the various enemies make during Alien Activity to get a feel of enemy composition: Sectoids chitter, Thin Men rasp, Mutons roar (Berserkers &amp;amp; Elites have slightly different sounds), Floaters rocket and growl, Cyberdiscs make.... ufo-y sounds, drones hover-whine, Mechtoids and Sectopods share heavy footfalls, you hear the Chryssalids in your nightmares, the Ethereals &#039;talk&#039; and EXALT make scrambled radio chatter. In landed UFOs, a sharp ear (and a good sound system) can tell you if the roaming pods are in the UFO (the clanking of boots on alloy floors) or outside (the more muffled padding of aliens on soil)-- at least for the bipedal aliens. The length of Alien Activity will also give you an idea of how many aliens (and EXALT agents) there are left.  On Council and Covert Op missions, if the alien turn barely lasts a moment, there are no enemies in play, so continue with the mission without worry (until the next airdrop triggers, anyways).&lt;br /&gt;
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&#039;&#039;&#039;Supression, Flashbangs, Overwatch and You&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots, and it appears to not activate pods that can only be seen in transit (i.e. if you can see them at the grapple destination, they still activate). Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, target cloaking, and flashbangs will cancel Suppression.&lt;br /&gt;
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&#039;&#039;&#039;Block the exit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A soldier can effectively &amp;quot;lock&amp;quot; a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be &amp;quot;locked&amp;quot; by standing at the top of them; chryssalids, thin men, berserkers, and outsiders can simply vault up onto any rooftop, however.&lt;br /&gt;
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&#039;&#039;&#039;Scatter Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The number of tiles that shows up as a rocket&#039;s scatter means that the rocket has a 68% chance of hitting somewhere within that many tiles from the center of the shown blast zone. The 68% is derived from the statistical normal distribution where 68% is the number of all values that fall within one standard-deviation of the mean. By applying this, a rocket of scatter 1.5 tiles will land within 1.5 tiles of the center of the blast zone 68% of the time.&lt;br /&gt;
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By doubling the rocket scatter you are given, you arrive at two standard deviations from the mean (average). This means that there is a 95% chance that a rocket will land within 2x the shown rocket scatter from the center of the blast zone (i.e. a rocket of scatter 2.0 tiles will land within 4.0 tiles of the center of the blast zone 95% of the time)&lt;br /&gt;
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Rockets do not scatter vertically.&lt;br /&gt;
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&#039;&#039;&#039;MECs&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with &amp;quot;one for all&amp;quot; without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. The KSM does not work with &amp;quot;In The Zone&amp;quot;, but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.&lt;br /&gt;
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&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.&lt;br /&gt;
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&#039;&#039;&#039;LOS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight. &#039;&#039;Line of sight range is 17 tiles in a straight line&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;When do I keep corpses, weapon frags, meld, and alloys from alien bodies?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As Dr. Vahlen aggressively points out, killing an alien with an explosive will not yield any weapon fragments upon death, but what about the other things like corpses?&amp;lt;br&amp;gt;&lt;br /&gt;
Follow this guide: &amp;lt;br&amp;gt;&lt;br /&gt;
1. Any alien that is hurt by an explosive weapon at any time, will not give any meld (different aliens drop different fractional amounts of meld). However, they will give everything else upon death unless any of the following items in this list supersede.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Any alien this is dealt the killing blow with an explosive, will lose everything. You will not get meld, alloys, weapon fragments, or corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Any legitimate (i.e. not killed by explosives) alien corpses/wrecks laying on the ground will NOT be destroyed if an explosive weapon detonates nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Any unconscious alien captures WILL be killed if they get caught in an explosive blast.&amp;lt;br&amp;gt;&lt;br /&gt;
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On a related note: blowing up walls of downed/landed UFOs does not affect any of the resource outcome of that mission. However, blowing up intact alien computers, power sources, etc, will still destroy that item.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flush from west and teammates from south will easily flank&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you flush an enemy while flusher is at side of enemy, the enemy set the cover position only toward flusher, and that positon is easy to be flanked by the other soldiers. the alien who is flushed doesn&#039;t consider the other soldiers at all. you don&#039;t have to flank him  actually when you flush him doing this.&lt;br /&gt;
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&#039;&#039;&#039;All aliens tend to interrupt suppression by firing suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
successful hit on suppressor negate suppression, so aliens tend to shoot suppressor first. the suppressor can be used as Tanker. it&#039;s good to make your suppressor have full HP and high cover before using suppression.&lt;br /&gt;
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&#039;&#039;&#039;Use side of map&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t make your soldier go to center of map for flank or you will get addtional enemies from every direction. use side of map if you want a great flank. the probability of meeting new enemies is almost 1/2 ~ 1/3 if you use edge of map rather than center of map.&lt;br /&gt;
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&#039;&#039;&#039;Alien AI tendency to shoot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
if the accuracy to a soldier is very high, chance of shot to him is very high.(the flanked, SHIV, MEC)&amp;lt;br&amp;gt;&lt;br /&gt;
if a soldier&#039;s current HP is low, so he can be killed by one shot, chance of shot to him is very high.&amp;lt;br&amp;gt;&lt;br /&gt;
if a soldier is using suppression burst, chance of shot to him is high.&amp;lt;br&amp;gt;&lt;br /&gt;
if the accuracy to a soldier is higher than others, chance of shot to him is high.(you can use Reinforced Armor for tanking purpose because Reinforced armor lower defense), but if there is someone that can be killed by one shot, Alien shoot to him who can be killed by one shot a bit regardless of accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Perk Mechanics==&lt;br /&gt;
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&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 50% damage reduction from the perk &amp;quot;flush&amp;quot; is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.&lt;br /&gt;
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&#039;&#039;&#039;Free Shots&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many perks offer free shots or additional shots, to see which perks allow certain types of free shots, refer to the following list.&lt;br /&gt;
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1.	Light Em Up, Close Encounters and Hit &amp;amp; Run only activate from basic fire (primary &amp;amp; sidearm). &amp;lt;br&amp;gt;&lt;br /&gt;
2.	In The Zone activates from basic fire, Disabling Shot, Flush, Precision Shot and Rapid Shot, but only from primary weapon shots.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Ready For Anything and Double Tap activate from basic fire, Disabling Shot, Flush, and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
4.	When activated, Double Tap allows basic fire, Disabling Shot and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
5.	When activated, Run &amp;amp; Gun allows basic fire, Flush, Rapid Fire, Suppression and Overwatch (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
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Sorted by ability:&amp;lt;br&amp;gt;&lt;br /&gt;
1.	Basic fire: Activates Light Em Up, Close Encounters, Hit and Run, In The Zone, Ready For Anything, Double Tap. Available from both Double Tap and Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
2.	Disabling Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Precision Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
4.	Flush: Activates In The Zone, Ready For Anything, Double Tap. Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
5.	Rapid Fire: Activates In The Zone (on either 1st or 2nd shot). Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
6.	Suppression: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
7.	Overwatch: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
8.	Steady Weapon: Not available from either Run &amp;amp; Gun or Double Tap.&lt;br /&gt;
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==Aliens==&lt;br /&gt;
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&#039;&#039;&#039;Aliens don&#039;t like being flanked.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn. One exception to a flanked alien running is if there is only 1 XCOM soldier flanking the alien AND that alien has a killing flank shot on that 1 soldier. The moral of that story is, don&#039;t put one of your soldiers into a flank just to get a flank on an alien.&lt;br /&gt;
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&#039;&#039;&#039;Drones&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drones cannot overwatch, nor can they go through closed doors (except in seemingly extraordinary cases). &lt;br /&gt;
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&#039;&#039;&#039;Cyberdicks&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.&lt;br /&gt;
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&#039;&#039;&#039;Outsiders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outsiders are extremely dangerous: they have muscle fiber density, great aim, and health regeneration, but they carry no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.&lt;br /&gt;
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&#039;&#039;&#039;Seekers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can&#039;t strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them. The only soldier who will not react to a decloak, is the soldier who is about to be strangled by the decloaking seeker.&lt;br /&gt;
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&#039;&#039;&#039;Ethereals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). &lt;br /&gt;
Things that reduce the damage of Psi Lance and Rift: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Every form of DR including cover.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Every 10 points of soldier&#039;s will reduce damage by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Combat drugs reduce it by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Psi inspiration reduce it by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Mind merge reduces it by a currently unknown scaling amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.&lt;br /&gt;
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==Missions==&lt;br /&gt;
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&#039;&#039;&#039;Knowing is half the battle!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.&lt;br /&gt;
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&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Missions: Tips &amp;amp; Tactics.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).&amp;lt;br&amp;gt;&lt;br /&gt;
2) Exalt is a much greater threat with more gene mods and vastly more agents: if you feel you&#039;ll need your heavy hitters, pick your lineup and let them stay home when you send your Operative out, so they&#039;ll be fresh when it&#039;s time for the extraction.&amp;lt;br&amp;gt;&lt;br /&gt;
3) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.&amp;lt;br&amp;gt;&lt;br /&gt;
4) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don&#039;t risk your troops to rush it too. Just converge at the transmitter for a last stand.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Blow up all cover at the encoder or transmitter. Exalt agents are dumb enough to rush into that area and stay in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
6) If you can hold EXALT off from both the Encoder and Transmitter, there&#039;s an extra Credit bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
7) As there is always a larger number of EXALT agents, it&#039;s easy to get a few buckets of Meld from the corpses: enough to make it worthwhile to farm these missions while you can still beat it.&amp;lt;br&amp;gt;&lt;br /&gt;
8) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to do so (a.k.a when he moves right next to it), and &#039;&#039;not&#039;&#039; when he &#039;&#039;actually&#039;&#039; hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.&amp;lt;br&amp;gt;&lt;br /&gt;
9) On these, it is not necessary to eliminate all Exalt agents-- a tall order anyways, given you&#039;re only allowed 4 soldiers: feel free to just &#039;smash n&#039; grab,&#039; if the map allows it. Consider sending soldiers with high move, dashing from relay to relay, and haul ass out of there.&amp;lt;br&amp;gt;&lt;br /&gt;
10) There are fewer EXALT squads seeded onto the map when you begin the mission, so the bigger danger is the airdropped agents, who will often appear in inconvenient places.&amp;lt;br&amp;gt;&lt;br /&gt;
11) There will also be EXALT airdrops on your way back to the Skyranger, so plan ahead with soldier positions for that. There&#039;ll often be 2 or 3 (dropped every other turn) within 1 move&#039;s distance of the extraction zone; these you can camp for a little extra XP, or stun for their laser weapons if they&#039;re Elites.&amp;lt;br&amp;gt;&lt;br /&gt;
12) If you don&#039;t mind a bit of [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|Save Scumming]], save before the notice for extraction comes up from the Hologlobe. Then let the notice appear, and see which of the two Extraction types it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Site Recon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a ton more chryssalids in the Long War iteration of this mission: naturally, bring many explosives, and bring soldiers that can either hit hard or hit twice. Expect the bugs to try to overrun you right from the get-go, so manage your ammo carefully, so there&#039;s always at least half your squad ready to fire or go into overwatch. As cover doesn&#039;t matter anyways, place your soldiers in lines so the first chryssalid (often the pod leader, with Rapid Reaction) doesn&#039;t activate all the overwatches, but as each one is slowed by the reaction shot &amp;quot;bullet time,&amp;quot; the rest of the pack members get attacked in sequence. Beware, however, of never taking cover, as there is a single pod of thin men on the map. Don&#039;t place soldiers near the guardrail of the upper elevation, as many of the packs will come from the docks proper, and it&#039;ll do you no good if any are hiding in the shadow of the ledge: having the forward soldier (whom the chryssalids will most often swarm around) away from the edge will make them all swarm at least on the same level, and in a convenient grouping for grenades, rockets, flamethrowers, and bullets/lasers/plasma. Don&#039;t forget to blow up those large fish, lest they hatch more bugs on your way back. If you&#039;ve managed to get the Alien Grenades (Muton Autopsy) Research/Foundry projects done, Alien and the upgraded AP grenades are supremely helpful. If you got some to spare when you reach the boat: take out a few of it&#039;s walls on the starboard side, so your Squadsight Snipers can perch a ways away and hit the emerging chryssalids and cover the rest of Strike 1&#039;s retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abductor Blitzkrieg Counter-Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, you may find Abductor and Harvester UFO assaults to be surprisingly difficult: due to the actually limited size of these two types of UFOs (and how the maps that include them tend to also be small), you may find yourself being rushed by nearly every pod in the map at once. Pick your strike team and their equipment with this in mind, to either push back against this threat (such as psionic soldiers with mind control to scramble their ranks, and HP boost items for high-health soldiers), or pull back defensively (soldiers with high move, and Overwatch-boosting abilites), and perhaps either way, to bring plenty of explosives to deny enemy cover&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=69968</id>
		<title>Strategy (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=69968"/>
		<updated>2015-12-26T10:37:09Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Economy */&lt;/p&gt;
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&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
All difficulties have fixed Base power, and each campaign is hardcoded to have two Steam Vents (&#039;&#039;where&#039;&#039; they&#039;ll be is still up to luck, however). These two vents are meant as bonuses, and they will not be enough to power a fully built base. And keep in mind the length of time it takes to build the generators and facilities, so plan ahead. At minimum you&#039;ll eventually want three adjacent Elerium Generators somewhere-- you should be planning your base layout early anyways.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Long War&#039;s economy is very different to vanilla. While launching satellites will increase your income, &#039;&#039;satellite spam is not the answer to all your problems&#039;&#039; like it is in vanilla. Satellite uplinks give only one satellite per uplink plus adjacency and satellites are more expensive, so the cost of increasing your satellite coverage is much higher. The extra income you gain from each satellite is lower, since a country will already fund you 50% in normal (classic=40%, brutal=33%, impossible=25%) without a satellite. Your satellite network must be protected by interceptors, and interceptor maintenance is expensive - in fact it&#039;s likely your single biggest expenditure each month. Even with good interceptor coverage, eventually the aliens will get annoyed enough to send battleships after your satellites, so you will need to occasionally replace them. With all of these factors combined, launching more satellites will only marginally increase your income. You can improve this aspect of your income by thinking about efficiency - cover high income countries and cover whole continents to improve the efficiency of your interceptor placement. Prioritizing aerospace research will also help, since it will allow you to reliably shoot down UFOs with fewer interceptors and less damage taken, meaning less interceptors needed and less maintenance.&lt;br /&gt;
&lt;br /&gt;
A large amount of your income will come from the sale of alien artifacts. Long War presents you with a &#039;&#039;lot&#039;&#039; of missions, which means a lot of alloys, elerium and corpses to sell - chances are you&#039;ll have considerably more of these things than you can sensibly use in the early game. While satellites don&#039;t give you so much direct income, the extra UFOs you can assault with more satellite coverage will mean more artifacts to sell, and hence more income indirectly. Do not sell things on the Gray Market until you need the money, because you never know when EXALT is going to hack your funding and steal a portion of your funds.&lt;br /&gt;
&lt;br /&gt;
In fact, with the Foundry projects that increase the amount of Alloys and Elerium you recover from raided UFOs: if you can confidently do so with regularity, particularly with landed Barges, selling the two can be an extra means of income. And with an array of Workshops giving you refunds on them on projects, it is not too difficult to reach a sustainable balance between selling and using, even with the occasional Council request giving additional personnel and credits in exchange.&lt;br /&gt;
&lt;br /&gt;
The amount of Meld that you get from canisters scales with how well the aliens are doing(that means amount of Resource of aliens they have). As such, you may find that Meld becomes hard to come by if you&#039;re doing &amp;quot;too well&amp;quot;, so selling it or giving it by Request should not be done. On the other hand, if the aliens have you on the back foot, you may find yourself with enough Meld to build plentiful MECs and gene mods to help you get back in the game.&lt;br /&gt;
&lt;br /&gt;
While a UFO Assault has a chance of material resources, getting a DOA result also gives a credit bounty from the council, which you may find more profitable than an assault. Plus the fact that things like UFO computers and the Elerium generators have low survival rates early on (until you develop the EMP air-to-air weapon), either scenario is profitable, though which you should hope for depends on what you need at the time.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
The two main sources of panic in the Long War are Terror Missions, where an excellent mission rating only &#039;&#039;minimizes&#039;&#039; the Panic raise that &#039;&#039;will&#039;&#039; occur, and public UFO sightings in Council Nation airspace.&lt;br /&gt;
&lt;br /&gt;
For satellite coverage, since Uplink and Nexus capacity has been halved, you&#039;ll need more to fully cover all Council nations. The ideal satellite facility configuration is now a 2x3 block, with 3 Uplinks and 3 Nexuses; this will allow you to cover all 16 countries. While at first you &#039;&#039;will&#039;&#039; lose at least 1 country, and have only 15 countries to cover at start-- though you can liberate the 16th; in fact, liberating at least one country is required for story progression, as any withdrawn nation will spawn an Alien Base within it&#039;s borders-- you should build with the 3 and 3 in mind, so that you will not need to rebuild later, if your aim is to rescue all member nations.&lt;br /&gt;
&lt;br /&gt;
Still, coverage as soon as possible is ideal, so you can manage any smaller craft that come into covered airspace, and assault landed UFOs that are too big for your interceptors, or at least harass them in-flight. This (ineffectual) show of force is at least good PR for the Council nations, as doing at least 50% damage to UFOs reduces both Panic, as well as slows the aliens&#039; research progression. Try to keep some satellites in reserve, for when the inevitable Battleship comes for your satellites. Well, if you have the money, that is.&lt;br /&gt;
&lt;br /&gt;
Story progression is nearly identical to Vanilla, except that a satellite must be put over a withdrawn nation (be it that first one, or one later lost to Panic), along with a skeleton key being built. Any further countries lost will also spawn bases for additional assaults (and while difficult, they have been made profitable, to give you a fighting chance to bounce back from severe panic conditions).&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Due to the fact that aliens can now conduct research themselves, it is recommended to have a general direction towards which to focus your efforts in order not to fall too far behind them and avoid researching projects that may not prove immediately necessary at the present moment.&lt;br /&gt;
&lt;br /&gt;
With the way fatigue and injury are handled in Long War, armor becomes a much more valuable asset to your troops as only hits that manage to successfully penetrate a soldier&#039;s armor can grant him a vacation in your sickbay. Skipping Laser Weaponry entirely is not recommended on higher difficulties unless especial care is taken to maximize scientists through Council Requests and Satelite Coverage in addition to having a healthy amount of laboratories, as the both the accuracy bonus and damage are highly desirable in the early stages of the game. Even later on, handing a Rocketeer a Laser Carbine may even be better than having him use advanced weaponry as this improves his ability to hit bullseye with his launcher and results in less scatter.&lt;br /&gt;
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Furthermore, it is very important to put research effort into your airspace capabilities if you wish to preserve your satellite coverage. When given the choice whether to buy additional Interceptors or upgrade existing ones through foundry projects, weaponry or even temporary boosters, it is almost always recommended to go for the latter. The more UFO&#039;s you are able to successfully shoot down with your Interceptors, the more materials and money you will be able to salvage in the long run.&lt;br /&gt;
&lt;br /&gt;
The pace at which the aliens conduct research is dictated both by difficulty level and player action. Soldiers that are MIA (left behind) at the end of a mission will significantly boost alien research and should at all times be avoided unless if by doing so more are likely to meet the same fate. As of Beta 14, this will still be in effect, albeit in a much lesser fashion (1/4 of its original value). If you lose a soldier but win the mission, the aliens don&#039;t get research.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down an interceptor.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down a satellite.&lt;br /&gt;
&lt;br /&gt;
They do gain a little research for each non-air raid UFO that escapes undamaged.&lt;br /&gt;
&lt;br /&gt;
They have a chance to gain a little research if a UFO escapes lightly damaged.&lt;br /&gt;
&lt;br /&gt;
They gain a good bit of research if a landed UFO on a research mission is not defeated.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=69884</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=69884"/>
		<updated>2015-12-22T18:14:37Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* General Advice &amp;amp; Tips for the Tactical Layer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips for the Tactical Layer=&lt;br /&gt;
&lt;br /&gt;
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thyself&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good Commander knows their soldiers well. Particularly with Training Roulette on, keep an eye out for any good ability combinations, and make note of who has them. For example, someone with high move and Packmaster (+1 use to all items) would be good to give an Arc Thrower. Or soldiers that get Low Profile should be earmarked for Psionic Training in Psi Shadow. Opportunists with any multi-overwatch shot abilities would be good for Chryssalid and Zombie-infested missions, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thine Enemy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Study the UFOpaedia&#039;s [[Alien_Life_Forms_(Long_War)|alien database]] well: the expanded abilities displayed by the aliens can catch even a veteran vanilla player unaware, such as Berserkers being able to jump from the get-go, or Thin Men squad leaders getting Squadsight.&lt;br /&gt;
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&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An extremely useful type of grenade, try it over flash-bangs and psi-grenades. Although it doesn&#039;t affect the ever annoying chryssalids and thin men, it can be used against all other enemy types. Reduces aim, movement points and damages upon actions. Also extremely useful against later Cyberdisks, mechtoids and sectopods with insane hit-points and damage reduction. Can effectively reduce damage reduction of hardened enemies to 1-3 from (late stage) 8-10, making them much easier to kill.&lt;br /&gt;
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&#039;&#039;&#039;Capturing Aliens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.&lt;br /&gt;
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&#039;&#039;&#039;Chemically assisted capture.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will NOT move, or they would die. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).&lt;br /&gt;
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&#039;&#039;&#039;A plethora of specimens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request. In addition, you can sell most of the alien weapons you&#039;ll get on the Grey market. As you will neither be able to use them yourself, nor get Council requests for them, until much &#039;&#039;much&#039;&#039; later (when you complete the research for them): there&#039;s no harm in selling a portion of this stock for most of the campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics: They aren&#039;t useless&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. They now also have an ability called &#039;&#039;&#039;Field Surgeon&#039;&#039; that has a 75% chance (100% if you field 2 Medics with it) of reducing non-Critically Wounded injury recovery time. Make one a Lieutenant with Stay Frosty, and you have a nice buffer for the expanded recovery mechanics of Long War.&lt;br /&gt;
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&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
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&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree present in Long War. A S.H.I.V does not suffer from fatigue or panic. If you want to try and take all the missions that the game throws at you, having some S.H.I.Vs is a good idea. &lt;br /&gt;
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&#039;&#039;&#039;Battle Scanners.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Training Roulette on, any soldier class has a chance to get Scanners as a perk (and will carry two per mission). And later, if/when you can afford the Meld, give a few mid-line soldiers Bioelectric Skin, have each one take a turn on missions, and regroup when facing a Seeker pod (hopefully, there will be no grenade-wielding aliens around). Either way can save up an item slot for whatever else you think might help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades first.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.&lt;br /&gt;
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&#039;&#039;&#039;Meld.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not worth potentially losing valuable soldiers to recover meld. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.4 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide higher fractional meld amounts. &amp;lt;br&amp;gt;&lt;br /&gt;
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it&#039;s making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act. Put the camera to &#039;terrain gliding&#039; with F9, and look around when starting a mission: you may catch the movement of the canister&#039;s &#039;turret&#039; if you look for a bit. On &#039;&#039;top&#039;&#039; of UFOs is a common place (and are easy to spot in this method), so if you do not have a way to access them, consider them a write-off and take your time, unless you think you can rush to complete the mission before it goes off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrosive Attraction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Placing a Mimic Beacon and a Chem Grenade on each other acts like something between a Poor Man&#039;s Shredder Rocket and a Flashbang: most aliens will swarm around the Beacon, the acid cutting into their DR, and dinging the HP of organic enemies while reducing their aim and movement. Keep in mind that some aliens will still fire, even if out in the open in this situation, so for extra safety, get you soldiers out of line of sight in that round, and next round you&#039;ll know that most of them are conveniently clustered around the beacon for your AoE attacks! Be cautious of any on Overwatch when you move back into line-of-sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction vs Sentinel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Reaction allows for up to 3 &#039;&#039;consecutive&#039;&#039; Overwatch shots: if the first or second shot misses, your soldier will not be able to take the remaining shots. Sentinel allows for two Overwatch shots, the second of which will be taken regardless if the first hits or not. Either one benefits greatly from Opportunist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Game Armor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers. If flight doesn&#039;t interest you, the Vortex armor for your psionic troopers gives the same HP bonus, but slightly more mobility and defense, plus the +20 boost to will, and eliminates fatigue. Certainly, it&#039;s an expensive investment, but it (or the lesser Aurora Armor) is the only way you may be able to get to use the devastating Rift attack in battle.&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chatter on the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Every two turns your soldiers will &amp;quot;hear&amp;quot; the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no audible sound during this reveal are outsiders, though they will still trigger the indicator&#039;s mechanics (as usually they&#039;ll be the last aliens in a UFO assault mission). And learn the sounds the various enemies make during Alien Activity to get a feel of enemy composition: Sectoids chitter, Thin Men rasp, Mutons roar (Berserkers &amp;amp; Elites have slightly different sounds), Floaters rocket and growl, Cyberdiscs make.... ufo-y sounds, drones hover-whine, Mechtoids and Sectopods share heavy footfalls, you hear the Chryssalids in your nightmares, the Ethereals &#039;talk&#039; and EXALT make scrambled radio chatter. In landed UFOs, a sharp ear (and a good sound system) can tell you if the roaming pods are in the UFO (the clanking of boots on alloy floors) or outside (the more muffled padding of aliens on soil)-- at least for the bipedal aliens. The length of Alien Activity will also give you an idea of how many aliens (and EXALT agents) there are left.  On Council and Covert Op missions, if the alien turn barely lasts a moment, there are no enemies in play, so continue with the mission without worry (until the next airdrop triggers, anyways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supression, Flashbangs, Overwatch and You&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots, and it appears to not activate pods that can only be seen in transit (i.e. if you can see them at the grapple destination, they still activate). Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, target cloaking, and flashbangs will cancel Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Block the exit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A soldier can effectively &amp;quot;lock&amp;quot; a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be &amp;quot;locked&amp;quot; by standing at the top of them; chryssalids, thin men, berserkers, and outsiders can simply vault up onto any rooftop, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scatter Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The number of tiles that shows up as a rocket&#039;s scatter means that the rocket has a 68% chance of hitting somewhere within that many tiles from the center of the shown blast zone. The 68% is derived from the statistical normal distribution where 68% is the number of all values that fall within one standard-deviation of the mean. By applying this, a rocket of scatter 1.5 tiles will land within 1.5 tiles of the center of the blast zone 68% of the time.&lt;br /&gt;
&lt;br /&gt;
By doubling the rocket scatter you are given, you arrive at two standard deviations from the mean (average). This means that there is a 95% chance that a rocket will land within 2x the shown rocket scatter from the center of the blast zone (i.e. a rocket of scatter 2.0 tiles will land within 4.0 tiles of the center of the blast zone 95% of the time)&lt;br /&gt;
&lt;br /&gt;
Rockets do not scatter vertically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MECs&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with &amp;quot;one for all&amp;quot; without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. The KSM does not work with &amp;quot;In The Zone&amp;quot;, but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight. &#039;&#039;Line of sight range is 17 tiles in a straight line&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When do I keep corpses, weapon frags, meld, and alloys from alien bodies?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As Dr. Vahlen aggressively points out, killing an alien with an explosive will not yield any weapon fragments upon death, but what about the other things like corpses?&amp;lt;br&amp;gt;&lt;br /&gt;
Follow this guide: &amp;lt;br&amp;gt;&lt;br /&gt;
1. Any alien that is hurt by an explosive weapon at any time, will not give any meld (different aliens drop different fractional amounts of meld). However, they will give everything else upon death unless any of the following items in this list supersede.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Any alien this is dealt the killing blow with an explosive, will lose everything. You will not get meld, alloys, weapon fragments, or corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Any legitimate (i.e. not killed by explosives) alien corpses/wrecks laying on the ground will NOT be destroyed if an explosive weapon detonates nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Any unconscious alien captures WILL be killed if they get caught in an explosive blast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a related note: blowing up walls of downed/landed UFOs does not affect any of the resource outcome of that mission. However, blowing up intact alien computers, power sources, etc, will still destroy that item.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush from west and teammates from south will easily flank&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you flush an enemy while flusher is at side of enemy, the enemy set the cover position only toward flusher, and that positon is easy to be flanked by the other soldiers. the alien who is flushed doesn&#039;t consider the other soldiers at all. you don&#039;t have to flank him  actually when you flush him doing this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All aliens tend to interrupt suppression by firing suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
successful hit on suppressor negate suppression, so aliens tend to shoot suppressor first. the suppressor can be used as Tanker. it&#039;s good to make your suppressor have full HP and high cover before using suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use side of map&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t make your soldier go to center of map for flank or you will get addtional enemies from every direction. use side of map if you want a great flank. the probability of meeting new enemies is almost 1/2 ~ 1/3 if you use edge of map rather than center of map. &lt;br /&gt;
==Perk Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 50% damage reduction from the perk &amp;quot;flush&amp;quot; is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Shots&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many perks offer free shots or additional shots, to see which perks allow certain types of free shots, refer to the following list.&lt;br /&gt;
&lt;br /&gt;
1.	Light Em Up, Close Encounters and Hit &amp;amp; Run only activate from basic fire (primary &amp;amp; sidearm). &amp;lt;br&amp;gt;&lt;br /&gt;
2.	In The Zone activates from basic fire, Disabling Shot, Flush, Precision Shot and Rapid Shot, but only from primary weapon shots.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Ready For Anything and Double Tap activate from basic fire, Disabling Shot, Flush, and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
4.	When activated, Double Tap allows basic fire, Disabling Shot and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
5.	When activated, Run &amp;amp; Gun allows basic fire, Flush, Rapid Fire, Suppression and Overwatch (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorted by ability:&amp;lt;br&amp;gt;&lt;br /&gt;
1.	Basic fire: Activates Light Em Up, Close Encounters, Hit and Run, In The Zone, Ready For Anything, Double Tap. Available from both Double Tap and Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
2.	Disabling Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Precision Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
4.	Flush: Activates In The Zone, Ready For Anything, Double Tap. Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
5.	Rapid Fire: Activates In The Zone (on either 1st or 2nd shot). Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
6.	Suppression: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
7.	Overwatch: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
8.	Steady Weapon: Not available from either Run &amp;amp; Gun or Double Tap.&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens don&#039;t like being flanked.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn. One exception to a flanked alien running is if there is only 1 XCOM soldier flanking the alien AND that alien has a killing flank shot on that 1 soldier. The moral of that story is, don&#039;t put one of your soldiers into a flank just to get a flank on an alien.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drones cannot overwatch, nor can they go through closed doors (except in seemingly extraordinary cases). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberdicks&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outsiders are extremely dangerous: they have muscle fiber density, great aim, and health regeneration, but they carry no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can&#039;t strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them. The only soldier who will not react to a decloak, is the soldier who is about to be strangled by the decloaking seeker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). &lt;br /&gt;
Things that reduce the damage of Psi Lance and Rift: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Every form of DR including cover.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Every 10 points of soldier&#039;s will reduce damage by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Combat drugs reduce it by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Psi inspiration reduce it by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Mind merge reduces it by a currently unknown scaling amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowing is half the battle!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Missions: Tips &amp;amp; Tactics.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).&amp;lt;br&amp;gt;&lt;br /&gt;
2) Exalt is a much greater threat with more gene mods and vastly more agents: if you feel you&#039;ll need your heavy hitters, pick your lineup and let them stay home when you send your Operative out, so they&#039;ll be fresh when it&#039;s time for the extraction.&amp;lt;br&amp;gt;&lt;br /&gt;
3) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.&amp;lt;br&amp;gt;&lt;br /&gt;
4) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don&#039;t risk your troops to rush it too. Just converge at the transmitter for a last stand.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Blow up all cover at the encoder or transmitter. Exalt agents are dumb enough to rush into that area and stay in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
6) If you can hold EXALT off from both the Encoder and Transmitter, there&#039;s an extra Credit bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
7) As there is always a larger number of EXALT agents, it&#039;s easy to get a few buckets of Meld from the corpses: enough to make it worthwhile to farm these missions while you can still beat it.&amp;lt;br&amp;gt;&lt;br /&gt;
8) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to do so (a.k.a when he moves right next to it), and &#039;&#039;not&#039;&#039; when he &#039;&#039;actually&#039;&#039; hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.&amp;lt;br&amp;gt;&lt;br /&gt;
9) On these, it is not necessary to eliminate all Exalt agents-- a tall order anyways, given you&#039;re only allowed 4 soldiers: feel free to just &#039;smash n&#039; grab,&#039; if the map allows it. Consider sending soldiers with high move, dashing from relay to relay, and haul ass out of there.&amp;lt;br&amp;gt;&lt;br /&gt;
10) There are fewer EXALT squads seeded onto the map when you begin the mission, so the bigger danger is the airdropped agents, who will often appear in inconvenient places.&amp;lt;br&amp;gt;&lt;br /&gt;
11) There will also be EXALT airdrops on your way back to the Skyranger, so plan ahead with soldier positions for that. There&#039;ll often be 2 or 3 (dropped every other turn) within 1 move&#039;s distance of the extraction zone; these you can camp for a little extra XP, or stun for their laser weapons if they&#039;re Elites.&amp;lt;br&amp;gt;&lt;br /&gt;
12) If you don&#039;t mind a bit of [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|Save Scumming]], save before the notice for extraction comes up from the Hologlobe. Then let the notice appear, and see which of the two Extraction types it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Site Recon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a ton more chryssalids in the Long War iteration of this mission: naturally, bring many explosives, and bring soldiers that can either hit hard or hit twice. Expect the bugs to try to overrun you right from the get-go, so manage your ammo carefully, so there&#039;s always at least half your squad ready to fire or go into overwatch. As cover doesn&#039;t matter anyways, place your soldiers in lines so the first chryssalid (often the pod leader, with Rapid Reaction) doesn&#039;t activate all the overwatches, but as each one is slowed by the reaction shot &amp;quot;bullet time,&amp;quot; the rest of the pack members get attacked in sequence. Beware, however, of never taking cover, as there is a single pod of thin men on the map. Don&#039;t place soldiers near the guardrail of the upper elevation, as many of the packs will come from the docks proper, and it&#039;ll do you no good if any are hiding in the shadow of the ledge: having the forward soldier (whom the chryssalids will most often swarm around) away from the edge will make them all swarm at least on the same level, and in a convenient grouping for grenades, rockets, flamethrowers, and bullets/lasers/plasma. Don&#039;t forget to blow up those large fish, lest they hatch more bugs on your way back. If you&#039;ve managed to get the Alien Grenades (Muton Autopsy) Research/Foundry projects done, Alien and the upgraded AP grenades are supremely helpful. If you got some to spare when you reach the boat: take out a few of it&#039;s walls on the starboard side, so your Squadsight Snipers can perch a ways away and hit the emerging chryssalids and cover the rest of Strike 1&#039;s retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abductor Blitzkrieg Counter-Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, you may find Abductor and Harvester UFO assaults to be surprisingly difficult: due to the actually limited size of these two types of UFOs (and how the maps that include them tend to also be small), you may find yourself being rushed by nearly every pod in the map at once. Pick your strike team and their equipment with this in mind, to either push back against this threat (such as psionic soldiers with mind control to scramble their ranks, and HP boost items for high-health soldiers), or pull back defensively (soldiers with high move, and Overwatch-boosting abilites), and perhaps either way, to bring plenty of explosives to deny enemy cover&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=67467</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=67467"/>
		<updated>2015-09-07T15:53:50Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Cyberdisc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&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:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, &#039;&#039;&#039;Aliens&#039;&#039;&#039; 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 &#039;&#039;Squad Leader&#039;&#039; alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a &#039;&#039;Navigator&#039;&#039; alien in addition to its other pod-mates 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;
Disclaimer: The &amp;quot;Appears&amp;quot; Month listed for each Alien is the month it would appear it normally with a time-only based Alien Research progression. Bonus Research from outside sources (e.g. Alien Bases, XCOM Soldiers left behind on failed missions, etc.) may cause some of these Aliens to appear during a month ahead of their schedule. In addition, Landed UFOs present the possibility of Aliens one (1) month ahead of their standard schedule during that mission.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Legend for Stat/Perk Progression Tables&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FFB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; || &#039;&#039;&#039;Navigator upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are available to all aliens of this type, including leaders. They have a certain chance of appearing, indicated in the &amp;quot;navigator chance&amp;quot; column, which is rolled per alien. The number of navigators in a pod is not limited.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FBB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || &#039;&#039;&#039;Leader upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are only available to leader aliens of that type. The alien leader&#039;s level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Level 8 leaders are temple ship only, and level 9 leaders are boss/monster aliens only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Easy Aliens==&lt;br /&gt;
===Sectoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 14&lt;br /&gt;
|damage=4 - 9&lt;br /&gt;
|aim=65 - 89&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; 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 &#039;&#039;Gunslinger&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; Sectoids carry Alien 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 very slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 30 || - || - || +3 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || - || +4 || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || - || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +15 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || +4 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || +4 || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +4 || +5 || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || +5 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan&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 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=3 - 7&lt;br /&gt;
|hp=3 - 10&lt;br /&gt;
|aim=60 - 80&lt;br /&gt;
|defense=0 - 12&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; 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 &#039;&#039;Holo-Targeting&#039;&#039;, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; 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;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 3 || 3 || 60 || 0 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 45 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || +0.4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +4 || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Holo-Targeting (Long War) }} || 90% || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +2 || +2 || - || - || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +3 || +15 || +15 || - || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone&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|128px]]&lt;br /&gt;
|damage=6 - 10&lt;br /&gt;
|hp=10 - 23&lt;br /&gt;
|aim=75 - 105&lt;br /&gt;
|defense=0 - 15&lt;br /&gt;
|will=100 - 140&lt;br /&gt;
|move=12 - 16&lt;br /&gt;
}}&lt;br /&gt;
Long War &#039;&#039;&#039;Outsiders&#039;&#039;&#039; 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 to 5.&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 Alien Carbines means they may well win. Neutralizing 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;
&#039;&#039;Rewards:&#039;&#039; 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 Alien Carbines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 6 || 10 || 75 || 4 || 0 || 12 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +10 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || +10 || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +3 || +4 || +4 || +1 || +2 || - || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +10 || {{ Intimidate (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord&lt;br /&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|128px]]&lt;br /&gt;
|damage=5 - 7&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=70 - 110&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; 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 (flat -20%) and mobility (25%) 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. 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 armor 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;
&#039;&#039;Rewards:&#039;&#039; Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the Improved Medikit Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 70 || 4 || 0 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || +5 || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || - || - || {{ Sprinter (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Damn Good Ground (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Executioner (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 15% || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +7 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || - || {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 8&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=65 - 90&lt;br /&gt;
|defense=0 - 16&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=13 - 21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; behave identically to vanilla Floaters. Floater squad leaders often 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;
&#039;&#039;Rewards:&#039;&#039;: Floaters leave corpses and carry Alien Carbines. Floater interrogation provides aerospace research credit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 65 || 4 || 0 || 13 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || -1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 210 || - || - || +4 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || - || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 570 || - || - || - || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || - || +5 || +5 || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 4 || Floater Raider&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +2 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +2 || {{ Repair Servos (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +2 || {{ Tactical Sense (Long War) }} || 8 || Great Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|damage=2 - 5&lt;br /&gt;
|hp=4 - 15&lt;br /&gt;
|aim=65 - 81&lt;br /&gt;
|defense=0 - 20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16 - 25&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; 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 armors 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 &#039;&#039;Gunslinger&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and UFO Countermeasures Foundry project (10).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 2 || 4 || 65 || 0 || 0 || 16 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +2 || - || {{ Damage Control (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 12&lt;br /&gt;
|hp=8 - 20&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=10 - 35&lt;br /&gt;
|will=50 - 70&lt;br /&gt;
|move=20 - 27&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have &#039;&#039;Lightning Reflexes&#039;&#039;, 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/HE 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 off-screen - 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;
&#039;&#039;Rewards:&#039;&#039; 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 8 || - || 25 || 10 || 20 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || - || - || - || +5 || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 550 || - || +1 || - || - || - || +5 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 650 || +1 || +1 || - || - || - || - || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 725 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || - || - || - || +5 || +2 || +2 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +5 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || - || +5 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 15&lt;br /&gt;
|hp=12 - 37&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=0 - 10&lt;br /&gt;
|will=120 - 150&lt;br /&gt;
|move=9 - 15&lt;br /&gt;
}}&lt;br /&gt;
Not even &#039;&#039;&#039;Zombies&#039;&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 7 || 12 || - || 0 || 0 || 9 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +3 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || +1 || - || - || - || - || - || +2 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=May&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=8 - 22&lt;br /&gt;
|aim=70 - 92&lt;br /&gt;
|defense=10 - 33&lt;br /&gt;
|will=30 - 60&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. The stats in the table are for when Mutons use Alien Rifles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards&#039;&#039;: Either Alien Carbine or Alien Rifle when Captured, and also Alien Grenade if Alien Grenades Foundry project isn&#039;t completed. Muton Corpses are required for autopsy (10) and Ammo conservation Foundry project (20).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8* || 8 || 70* || 4 || 10 || 12 || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +2 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +5 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Hyper-Reactive Pupils (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 150 || - || - || - || - || - || - || - || - || - || {{ Depth Perception (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +2 || +2 || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 650 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || +2 || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +4 || {{ Will To Survive (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || +4 || {{ Light Em Up (Long War) }} || 7 || Muton Centurion&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || +4 || {{ Tandem Warheads (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +5 || {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hard Aliens==&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=June&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=9 - 14&lt;br /&gt;
|hp= 18 - 32&lt;br /&gt;
|aim = 70 - 84&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18 - 22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the &#039;&#039;Automated Threat Assessment&#039;&#039; perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. they are on the ground and exposed at the first turn because of their overwatch, so you can keep them on the ground with first-turn suppression which give you aim and cirts bonuses onto the cyberdisc. 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 &#039;&#039;Reactive Targeting Sensors&#039;&#039; 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 &#039;&#039;Holo-Targeting&#039;&#039;, 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 &#039;&#039;Hardened&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 9 || 18 || 70 || 8 || 0 || 18 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || - || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Bombard (Long War) }} || 2 || Cyberdisc Bomber&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 4 || Cyberdisc Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || - || {{ Repair Servos (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +15 || +5 || - || {{ Combined Arms (Long War) }} || 9 || Dreadnought&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Warheads (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=August&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 11&lt;br /&gt;
|hp=25 - 39&lt;br /&gt;
|shield=6 - 13&lt;br /&gt;
|aim=75 - 95&lt;br /&gt;
|defense=0 - 8&lt;br /&gt;
|will=40 - 64&lt;br /&gt;
|move=14 - 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; 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 - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Chem Grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to &#039;&#039;Reactive Targeting Sensors&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; also grants a significant 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;
&#039;&#039;Rewards:&#039;&#039; Mechtoid Cores are required for autopsy (3), Advanced Servomotors Foundry project (8), and Psi Screen device (1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Health (Long War)}} Shield HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 25 || 6 || 75 || 8 || 0 || 14 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - ||-10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +3 || +5 || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;9%&amp;quot; |{{Health (Long War)}} Shield HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Combined Arms (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Light Em Up (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +1 || +4 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +3 || - || +4 || +4 || - || +4 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +3 || +1 || +4 || - || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || - || +4 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +3 || +8 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +2 || +10 || +2 || +3 || {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || Colossus&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=August&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 20&lt;br /&gt;
|hp=20 - 44&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=20 - 30&lt;br /&gt;
|will=80 - 110&lt;br /&gt;
|move=17 - 23&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; 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 neutralize a Berserker you&#039;re not ready to kill. It will also reduce its movement from &#039;&#039;Bloodlust&#039;&#039;, 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 &#039;&#039;Rift&#039;&#039; outside of the Temple Ship, using their aggression against them to make them wander in and out of the &#039;&#039;Psionic Storm&#039;&#039; 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 &#039;&#039;Close Combat Specialist&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; Berserkers don&#039;t carry a weapon. Their corpses are needed for autopsy (5), MEC Close Combat (8), and Combat Stims (1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || - || 33 || 20 || 17 || 80&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || +5 || - || - || - || - || +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Bloodlust (Long War) }} || {{ Bull Rush (Long War) }} || {{ Intimidate (Long War) }} || {{ Hardened (Long War) }} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || - || - || - || - || +2 || +3 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || +1 || +2 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +3 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +3 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +3 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 9 || Mongo&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +15 || - || +3 || {{ Tactical Sense (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=October&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=4 - 9&lt;br /&gt;
|hp=15 - 36&lt;br /&gt;
|aim=65&lt;br /&gt;
|defense=20 - 39&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use &#039;&#039;Mind Control&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses is needed for Mind Shield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 15 || 65 || 0 || 20 || 12 || 90&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Ranger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || - || - || - || +5 || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +3 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || +1 || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || - || - || +3 || - || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || +1 || +3 || - || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || +4 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +4 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || +1 || - || +4 || {{ Close Combat Specialist (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=November&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=15 - 29&lt;br /&gt;
|aim=74 - 90&lt;br /&gt;
|defense=10 - 30&lt;br /&gt;
|will=25 - 41&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is improvement over the original Floater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), Advanced Flight (5), and Advanced Repair (4).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 15 || 70 || 8 || 10 || 12 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || +1 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Sapper (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 270 || - || +1 || +2 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +3 || - || - || +1 || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +2 || +4 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +2 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || +4 || +4 || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Bombard (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Warmaster&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || - || {{ Combined Arms (Long War) }} || 9 || Archon&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +3 || +3 || +5 || {{ Danger Zone (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=December &lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|hp=20-23&lt;br /&gt;
|aim=75-80&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=40-49&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions.&lt;br /&gt;
Care must be taken, because they have a lot of innate defense and Tactical Sense, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost Initimidate, they still benefit from Bloodlust. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.&lt;br /&gt;
&lt;br /&gt;
Their overwatch becomes lethal with Oppurtunist, Covering Fire and Sentinel, they can fire twice with Light&#039; Em Up and further with Squadsight, crit with Aggression and Bring &#039;Em On and respond to fire with RTS. Watch out for Bombard-Grenades, HEAT and Tandem Warheads as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. &lt;br /&gt;
&lt;br /&gt;
One using Psionics to attack them should take care too, as they gain high will and Neural Damping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 80 || 0 || 20 || 12 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +3 || - || - || - || - || - || +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Alien Grenade (Long War) }} || {{ Suppression (Long War) }} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Bombard (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ HEAT Warheads (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || +5 || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Elite Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || - || - || +20 || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +2 || +4 || - || - || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +10 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +3 || {{ Bombard (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Covering Fire (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || +1 || +2 || +2 || +4 || {{ Reactive Targeting Sensors (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 660 || - || - || - || - || {{ Neural Damping (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Neural Damping (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Muton Elite Praetorian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=January, Year 2&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
Massive mechanical war machines, &#039;&#039;&#039;Sectopods&#039;&#039;&#039; 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;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 11 || 35 || 80 || 8 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || +4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +4 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +3 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || - || +5 || - || - || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +35 || +30 || - || {{ Light Em Up (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Reactive Targeting Sensors (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Repair Servos (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Sentinel (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=February, Year 2&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&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, Ethereals represent the pinnacle of psionic deadliness. &#039;&#039;&#039;Ethereals&#039;&#039;&#039; 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 is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 100 || 0 || 40 || 12 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || +3 || - || - || - || - || - || - || +15 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +4 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || +5 || - || - || - || - || - || +15 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || +5 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || +3 || +5 || - || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +5 || - || +15 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Temple Ship Only&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
The ultimate Ethereal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 60 || 120 || 0 || 50 || 12 || 200&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || - || +5 || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || +10 || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Absorption Fields (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Close Encounters (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Distortion Field (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Opportunist (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Shock Absorbent Armor (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=67466</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=67466"/>
		<updated>2015-09-07T15:48:15Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Cyberdisc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&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:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, &#039;&#039;&#039;Aliens&#039;&#039;&#039; 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 &#039;&#039;Squad Leader&#039;&#039; alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a &#039;&#039;Navigator&#039;&#039; alien in addition to its other pod-mates 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;
Disclaimer: The &amp;quot;Appears&amp;quot; Month listed for each Alien is the month it would appear it normally with a time-only based Alien Research progression. Bonus Research from outside sources (e.g. Alien Bases, XCOM Soldiers left behind on failed missions, etc.) may cause some of these Aliens to appear during a month ahead of their schedule. In addition, Landed UFOs present the possibility of Aliens one (1) month ahead of their standard schedule during that mission.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Legend for Stat/Perk Progression Tables&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FFB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; || &#039;&#039;&#039;Navigator upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are available to all aliens of this type, including leaders. They have a certain chance of appearing, indicated in the &amp;quot;navigator chance&amp;quot; column, which is rolled per alien. The number of navigators in a pod is not limited.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FBB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || &#039;&#039;&#039;Leader upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are only available to leader aliens of that type. The alien leader&#039;s level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Level 8 leaders are temple ship only, and level 9 leaders are boss/monster aliens only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Easy Aliens==&lt;br /&gt;
===Sectoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 14&lt;br /&gt;
|damage=4 - 9&lt;br /&gt;
|aim=65 - 89&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; 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 &#039;&#039;Gunslinger&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; Sectoids carry Alien 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 very slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 30 || - || - || +3 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || - || +4 || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || - || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +15 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || +4 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || +4 || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +4 || +5 || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || +5 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan&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 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=3 - 7&lt;br /&gt;
|hp=3 - 10&lt;br /&gt;
|aim=60 - 80&lt;br /&gt;
|defense=0 - 12&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; 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 &#039;&#039;Holo-Targeting&#039;&#039;, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; 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;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 3 || 3 || 60 || 0 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 45 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || +0.4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +4 || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Holo-Targeting (Long War) }} || 90% || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +2 || +2 || - || - || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +3 || +15 || +15 || - || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone&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|128px]]&lt;br /&gt;
|damage=6 - 10&lt;br /&gt;
|hp=10 - 23&lt;br /&gt;
|aim=75 - 105&lt;br /&gt;
|defense=0 - 15&lt;br /&gt;
|will=100 - 140&lt;br /&gt;
|move=12 - 16&lt;br /&gt;
}}&lt;br /&gt;
Long War &#039;&#039;&#039;Outsiders&#039;&#039;&#039; 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 to 5.&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 Alien Carbines means they may well win. Neutralizing 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;
&#039;&#039;Rewards:&#039;&#039; 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 Alien Carbines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 6 || 10 || 75 || 4 || 0 || 12 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +10 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || +10 || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +3 || +4 || +4 || +1 || +2 || - || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +10 || {{ Intimidate (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord&lt;br /&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|128px]]&lt;br /&gt;
|damage=5 - 7&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=70 - 110&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; 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 (flat -20%) and mobility (25%) 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. 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 armor 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;
&#039;&#039;Rewards:&#039;&#039; Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the Improved Medikit Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 70 || 4 || 0 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || +5 || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || - || - || {{ Sprinter (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Damn Good Ground (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Executioner (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 15% || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +7 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || - || {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 8&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=65 - 90&lt;br /&gt;
|defense=0 - 16&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=13 - 21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; behave identically to vanilla Floaters. Floater squad leaders often 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;
&#039;&#039;Rewards:&#039;&#039;: Floaters leave corpses and carry Alien Carbines. Floater interrogation provides aerospace research credit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 65 || 4 || 0 || 13 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || -1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 210 || - || - || +4 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || - || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 570 || - || - || - || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || - || +5 || +5 || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 4 || Floater Raider&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +2 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +2 || {{ Repair Servos (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +2 || {{ Tactical Sense (Long War) }} || 8 || Great Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|damage=2 - 5&lt;br /&gt;
|hp=4 - 15&lt;br /&gt;
|aim=65 - 81&lt;br /&gt;
|defense=0 - 20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16 - 25&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; 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 armors 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 &#039;&#039;Gunslinger&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and UFO Countermeasures Foundry project (10).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 2 || 4 || 65 || 0 || 0 || 16 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +2 || - || {{ Damage Control (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 12&lt;br /&gt;
|hp=8 - 20&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=10 - 35&lt;br /&gt;
|will=50 - 70&lt;br /&gt;
|move=20 - 27&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have &#039;&#039;Lightning Reflexes&#039;&#039;, 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/HE 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 off-screen - 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;
&#039;&#039;Rewards:&#039;&#039; 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 8 || - || 25 || 10 || 20 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || - || - || - || +5 || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 550 || - || +1 || - || - || - || +5 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 650 || +1 || +1 || - || - || - || - || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 725 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || - || - || - || +5 || +2 || +2 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +5 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || - || +5 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 15&lt;br /&gt;
|hp=12 - 37&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=0 - 10&lt;br /&gt;
|will=120 - 150&lt;br /&gt;
|move=9 - 15&lt;br /&gt;
}}&lt;br /&gt;
Not even &#039;&#039;&#039;Zombies&#039;&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 7 || 12 || - || 0 || 0 || 9 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +3 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || +1 || - || - || - || - || - || +2 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=May&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=8 - 22&lt;br /&gt;
|aim=70 - 92&lt;br /&gt;
|defense=10 - 33&lt;br /&gt;
|will=30 - 60&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. The stats in the table are for when Mutons use Alien Rifles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards&#039;&#039;: Either Alien Carbine or Alien Rifle when Captured, and also Alien Grenade if Alien Grenades Foundry project isn&#039;t completed. Muton Corpses are required for autopsy (10) and Ammo conservation Foundry project (20).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8* || 8 || 70* || 4 || 10 || 12 || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +2 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +5 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Hyper-Reactive Pupils (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 150 || - || - || - || - || - || - || - || - || - || {{ Depth Perception (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +2 || +2 || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 650 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || +2 || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +4 || {{ Will To Survive (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || +4 || {{ Light Em Up (Long War) }} || 7 || Muton Centurion&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || +4 || {{ Tandem Warheads (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +5 || {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hard Aliens==&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=June&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=9 - 14&lt;br /&gt;
|hp= 18 - 32&lt;br /&gt;
|aim = 70 - 84&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18 - 22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the &#039;&#039;Automated Threat Assessment&#039;&#039; perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. they are on the ground and exposed at the first turn because of its overwatch, so you can keep it on the ground with first-turn suppression which give you aim and cirts bonuses onto the cyberdisc. 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 &#039;&#039;Reactive Targeting Sensors&#039;&#039; 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 &#039;&#039;Holo-Targeting&#039;&#039;, 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 &#039;&#039;Hardened&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 9 || 18 || 70 || 8 || 0 || 18 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || - || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Bombard (Long War) }} || 2 || Cyberdisc Bomber&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 4 || Cyberdisc Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || - || {{ Repair Servos (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +15 || +5 || - || {{ Combined Arms (Long War) }} || 9 || Dreadnought&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Warheads (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=August&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 11&lt;br /&gt;
|hp=25 - 39&lt;br /&gt;
|shield=6 - 13&lt;br /&gt;
|aim=75 - 95&lt;br /&gt;
|defense=0 - 8&lt;br /&gt;
|will=40 - 64&lt;br /&gt;
|move=14 - 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; 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 - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Chem Grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to &#039;&#039;Reactive Targeting Sensors&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; also grants a significant 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;
&#039;&#039;Rewards:&#039;&#039; Mechtoid Cores are required for autopsy (3), Advanced Servomotors Foundry project (8), and Psi Screen device (1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Health (Long War)}} Shield HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 25 || 6 || 75 || 8 || 0 || 14 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - ||-10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +3 || +5 || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;9%&amp;quot; |{{Health (Long War)}} Shield HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Combined Arms (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Light Em Up (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +1 || +4 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +3 || - || +4 || +4 || - || +4 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +3 || +1 || +4 || - || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || - || +4 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +3 || +8 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +2 || +10 || +2 || +3 || {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || Colossus&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=August&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 20&lt;br /&gt;
|hp=20 - 44&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=20 - 30&lt;br /&gt;
|will=80 - 110&lt;br /&gt;
|move=17 - 23&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; 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 neutralize a Berserker you&#039;re not ready to kill. It will also reduce its movement from &#039;&#039;Bloodlust&#039;&#039;, 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 &#039;&#039;Rift&#039;&#039; outside of the Temple Ship, using their aggression against them to make them wander in and out of the &#039;&#039;Psionic Storm&#039;&#039; 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 &#039;&#039;Close Combat Specialist&#039;&#039; 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;
&#039;&#039;Rewards:&#039;&#039; Berserkers don&#039;t carry a weapon. Their corpses are needed for autopsy (5), MEC Close Combat (8), and Combat Stims (1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || - || 33 || 20 || 17 || 80&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || +5 || - || - || - || - || +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Bloodlust (Long War) }} || {{ Bull Rush (Long War) }} || {{ Intimidate (Long War) }} || {{ Hardened (Long War) }} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || - || - || - || - || +2 || +3 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || +1 || +2 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +3 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +3 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +3 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 9 || Mongo&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +15 || - || +3 || {{ Tactical Sense (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=October&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=4 - 9&lt;br /&gt;
|hp=15 - 36&lt;br /&gt;
|aim=65&lt;br /&gt;
|defense=20 - 39&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use &#039;&#039;Mind Control&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses is needed for Mind Shield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 15 || 65 || 0 || 20 || 12 || 90&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Ranger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || - || - || - || +5 || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +3 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || +1 || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || - || - || +3 || - || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || +1 || +3 || - || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || +4 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +4 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || +1 || - || +4 || {{ Close Combat Specialist (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=November&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=15 - 29&lt;br /&gt;
|aim=74 - 90&lt;br /&gt;
|defense=10 - 30&lt;br /&gt;
|will=25 - 41&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is improvement over the original Floater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), Advanced Flight (5), and Advanced Repair (4).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 15 || 70 || 8 || 10 || 12 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || +1 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Sapper (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 270 || - || +1 || +2 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +3 || - || - || +1 || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +2 || +4 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +2 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || +4 || +4 || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Bombard (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Warmaster&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || - || {{ Combined Arms (Long War) }} || 9 || Archon&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +3 || +3 || +5 || {{ Danger Zone (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=December &lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|hp=20-23&lt;br /&gt;
|aim=75-80&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=40-49&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions.&lt;br /&gt;
Care must be taken, because they have a lot of innate defense and Tactical Sense, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost Initimidate, they still benefit from Bloodlust. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.&lt;br /&gt;
&lt;br /&gt;
Their overwatch becomes lethal with Oppurtunist, Covering Fire and Sentinel, they can fire twice with Light&#039; Em Up and further with Squadsight, crit with Aggression and Bring &#039;Em On and respond to fire with RTS. Watch out for Bombard-Grenades, HEAT and Tandem Warheads as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. &lt;br /&gt;
&lt;br /&gt;
One using Psionics to attack them should take care too, as they gain high will and Neural Damping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 80 || 0 || 20 || 12 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +3 || - || - || - || - || - || +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Alien Grenade (Long War) }} || {{ Suppression (Long War) }} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Bombard (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ HEAT Warheads (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || +5 || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Elite Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || - || - || +20 || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +2 || +4 || - || - || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +10 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +3 || {{ Bombard (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Covering Fire (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || +1 || +2 || +2 || +4 || {{ Reactive Targeting Sensors (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 660 || - || - || - || - || {{ Neural Damping (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Neural Damping (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Muton Elite Praetorian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=January, Year 2&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
Massive mechanical war machines, &#039;&#039;&#039;Sectopods&#039;&#039;&#039; 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;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 11 || 35 || 80 || 8 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || +4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +4 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +3 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || - || +5 || - || - || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +35 || +30 || - || {{ Light Em Up (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Reactive Targeting Sensors (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Repair Servos (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Sentinel (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=February, Year 2&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&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, Ethereals represent the pinnacle of psionic deadliness. &#039;&#039;&#039;Ethereals&#039;&#039;&#039; 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 is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 100 || 0 || 40 || 12 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || +3 || - || - || - || - || - || - || +15 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +4 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || +5 || - || - || - || - || - || +15 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || +5 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || +3 || +5 || - || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +5 || - || +15 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Temple Ship Only&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
The ultimate Ethereal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 60 || 120 || 0 || 50 || 12 || 200&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || - || +5 || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || +10 || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Absorption Fields (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Close Encounters (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Distortion Field (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Opportunist (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Shock Absorbent Armor (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=67462</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=67462"/>
		<updated>2015-09-06T20:57:51Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Unlocking Psi powers */&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;
Psionic soldiers can also gain 1-6 extra will per psi level (1 + rand(6)).&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 awarded passively only after a successful mission.  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;
A soldier gains a new Psi Rank for 5 completed missions, unless the Neuroregulator (an EXALT loot item) is used. 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;
&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; || Berserker 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; || Sectoid Commander 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>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67452</id>
		<title>Damage (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=67452"/>
		<updated>2015-09-05T20:19:06Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage Calculation ==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: information bellow is compiled from various dev posts, dev PMs, etc (therefore very likely NOT 100% accurate - we&#039;ll hopefully add the missing bits // correct mistakes in the future  ) .. It does not paint the complete picture, but it is the best we&#039;ve got ..    &lt;br /&gt;
&lt;br /&gt;
Terms: base_weapon_damage (BWD) - this is each weapon damage stat configurable in DGG.ini . The weapon ranges shown in game in barracks are computed (randomization process) based on this 1 stat with an algorithm designed by Amineri for long war. &lt;br /&gt;
&lt;br /&gt;
Stated design goal (Amineri) &amp;quot; ..Damage variance in general is approximately uniform, but scales linearly with the base damage... WHY I went through the trouble to scale the damage randomization with base damage ? ..ultimately, the motivator for reworking damage variance was part of the effort to change the difficulty curve to make early game easier and late game harder. &amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Should be much clearer when we get to examine the randomization process and some nice colored tables .. (Madlaxstreams&#039;s idea)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Big steps for calculating damage inflicted by weapon fire &lt;br /&gt;
&lt;br /&gt;
a. Roll for hit. Roll for crit. &amp;lt;br&amp;gt;  &lt;br /&gt;
b. Multiplicative skills cut the MWD (flush, perhaps Disabling shot ) &amp;lt;br&amp;gt;  &lt;br /&gt;
c. Weapon_Modified_Damage (MWD) is computed (sum of WBD and all the +X to weapon damage from equipped items and relevant perks)   &amp;lt;br&amp;gt;&lt;br /&gt;
d. Randomisation Process. Roll for damage value in damage range (+- 25 %) (same process for crit and-not crit shots) ..  &amp;lt;br&amp;gt;&lt;br /&gt;
e. Run target DR gauntlet (multiple steps)  &amp;lt;br&amp;gt;&lt;br /&gt;
f. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
g. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
h. Add HeatAmmo bonus damage to robots   &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Details&lt;br /&gt;
&lt;br /&gt;
==b. Not sure about this (no source) %perk modifier ==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
test info seems to indicate BWD*=0.5 for Flush.. (rounded down) Which means flush damage range increases by going up to even BWD number for the weapon..Upping weapon tech to odd BWD will not increase flush damage (due to rounding down).. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flush damage table range (will include one later).. Keep in mind +X damage perks do add after flush - this would be just the flush damage without the +X damage perks ..   &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disabling shot works the same ..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==c.  Modified_Weapon_Damage (MWD) is computed ==&lt;br /&gt;
(sum of BWD and all the +X to weapon damage from equipped items and relevant perks) &lt;br /&gt;
&lt;br /&gt;
Ex:&amp;lt;br&amp;gt;&lt;br /&gt;
- ranger adds +1 to primary weapons, rocket launchers, MEC secondary weapons and sidearms &amp;lt;br&amp;gt;&lt;br /&gt;
- VPT adds +2 to primary weapon and +1 to secondary vs relevant targets &amp;lt;br&amp;gt;&lt;br /&gt;
- sapper +1 to HE and AP grenades; +2 to alien grenades &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project +1 damage for sidearms (Reflex Pistols ) &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project +2 damage for AP grenades (Alien Grenades) &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project- plasma research gives +1 to all plasma weapons &amp;lt;br&amp;gt;&lt;br /&gt;
- One of the various damage-increasing plasma weapon tech specials +1 &amp;lt;br&amp;gt;&lt;br /&gt;
- damage items (Alloy-Jacketed Rounds , Enhanced Beam Optics , Plasma Stellerator) add +1 to relevant weapons (INCLUDING SIDEARMS) &amp;lt;br&amp;gt;&lt;br /&gt;
- Mayhem adds +2 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons (+1 when using Flush), Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. &amp;lt;br&amp;gt;&lt;br /&gt;
- Precision shot adds  (based on weapon tech) for crits  (+2 for ballistic, laser and gauss SR ; +3 for pulse ; +4 for plasma) &amp;lt;br&amp;gt;&lt;br /&gt;
- Bring&#039;em On on adds   1-2 enemies =&amp;gt; +1 damage    3-4 enemies =&amp;gt; +2 damage 5-6 enemies =&amp;gt; +3 damage 7 or more enemies =&amp;gt; +4 damage  (side arms too)&amp;lt;br&amp;gt;&lt;br /&gt;
- Killer instinct adds extra BWD * 0.334 (rounded up) in case of crit (because 1.334 * 1.5 = 2.001). KI description is only true (+50% damage) if there are no other bonuses in play .. Typically in actual play the bonus provided by KI is lower than +50% .. Skill description should probably state +33.4% of BWD rounded up but since they don&#039;t ever show BWD in game .. check bellow for possible values &amp;lt;br&amp;gt;&lt;br /&gt;
2 (Assault Rifle, Laser Rifle, Battle Rifle);3 (shotgun, heavy laser rifle, scatter laser, gauss rifle, heavy gauss rifle, alloy cannon, pulse rifle , heavy pulse rifle, plasma rifle); 4 (scatter blaster , heavy plasma rifle , reflex cannon) . Works with side arms too but since side arms have lower BWD - gain will be less ..&lt;br /&gt;
&lt;br /&gt;
- ..&lt;br /&gt;
&lt;br /&gt;
==d. The randomization roll .==&lt;br /&gt;
&lt;br /&gt;
The purpose of the randomisation is to pick a integer value in roughly [MWD*0.75, MWD*1.25] interval (centered on/average value is MWD ) for non-crits and same length interval approximately shifted + 0.5 * MWD for critical hits (thus centered on MWD*1.5)&lt;br /&gt;
&lt;br /&gt;
Amineri &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot; The way it&#039;s computed is that a die of size 2 x damage (WMD)  + 2 is rolled. Each integer point of final damage gets 4 possible results. &amp;lt;br&amp;gt;&lt;br /&gt;
Examples: &amp;lt;br&amp;gt;&lt;br /&gt;
1) 5 base damage -- a 12 sided die is rolled, with 4 chances each for 4, 5, or 6 damage on a non-critical hit. A critical hit is centered at 7.5 damage, so 4 results each map to 7 and 8, and 2 results each map to 6 and 9. &amp;lt;br&amp;gt;&lt;br /&gt;
Results : 33.3% chance of 4, 5 or 6 damage on non-crit, and 16.7% chance of 6 or 9 and 33.3% chance of 7 or 8 damage on a crit. &amp;lt;br&amp;gt;&lt;br /&gt;
2) 3 base damage - an 8 sided die is rolled. 4 results map to 3 damage, and 2 results each map to 2 and 4 damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Results : 25% chance of 2 or 4 damage, 50% chance of 3 damage &amp;lt;br&amp;gt;&lt;br /&gt;
3) 8 base damage - an 18 sided die is rolled. 4 results each map to 7, 8 and 9, and 3 results each map to 6 and 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Results : 16.7% chance of 6 or 10, and 22.2% chance of 7, 8, or 9 damage.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below should make this much clearer &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage Roulette SW option: Regular hits range from MWD*0.5 to MWD*1.5, and crits range from MWD*1.5 to MWD*2.5. Note that critical hits then average at MWD*2 instead of MWD*1.5.&lt;br /&gt;
&lt;br /&gt;
==LR MWD randomization for non-crits==&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is always the MWD..(red columns in the middle ). Rightmost column has weapon&#039;s damage range (min,max) for MWD.&lt;br /&gt;
Table goes up to MWD 31 (not sure if that it can be currently reached even during endgame) ...&lt;br /&gt;
&lt;br /&gt;
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row)     &lt;br /&gt;
&lt;br /&gt;
So for MWD 10 scoring 7 or 13 damage has 1/22 probability while scoring a 8,9,10 or 11 have 4/22 probability .. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each MWD level probabilities for each possible values are not the same (sometimes edge values (maximum deviation from average) can have lower probabilities) . (I&#039;m NOT talking chance of combined events (or) - I&#039;m talking chance for each event separately ) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-going up a MWD level doesn&#039;t always guarantee increase of minimum possible damage. &amp;lt;br&amp;gt;  &lt;br /&gt;
-pumping MWD increases weapon&#039;s average damage linearly but also its variance (less dependable) ..Could overkill in a turn and do significantly less damage the next turn .. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ballistic shotgun and LMG BWD 6 have 1/14 chances to do only 4 damage on a non crit..&amp;lt;br&amp;gt;&lt;br /&gt;
Ballistic Shiv autocannon BWD 7 has 2/16 chance to do only 5 damage on non-crit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LR WMD randomisation for crits==&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is the MWD * 1.5 where possible (even MWD) ... For odd MWD values [MWD *1.5] and [MWD* 1.5 +1] (integer part) are used   ... Rightmost column has weapon&#039;s critical damage range (min,max) for MWD.&lt;br /&gt;
&lt;br /&gt;
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
-going up a MWD always increases minimum critical damage possible (sometimes even by 2) &amp;lt;br&amp;gt;&lt;br /&gt;
-as game progresses and alien MWD goes up it gets very difficult to protect your soldiers from 1 hit kills &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ballistic pistol: BWD 2 has 1/6 chances to do 4 on a crit and 5/6 to do 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Ballistic sniper/marksman rifle: BWD 5 have 2/12 to score only 6 damage on crit &amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger Laser Pistol: MWD (3+1) has 5-7 crit damage range &amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifle with Ranger MWD (5+1) has 8-11 crit range  (1 shot most early game sectoids/thinmen or exalts) &amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Laser Rifle with Ranger and Enhanced Beam Optics: MWD (6+1+1) has 10-14 crit range &amp;lt;br&amp;gt; &lt;br /&gt;
Heavy Pulse Rifle with Ranger and Enhanced Beam Optics and VPT: MWD (8+1+1+2) has 15-21 crit range &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==e. Subtract damage lost to target DR. ==&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction. When a unit takes damage, it is reduced by the damage reduction value. It can be seen in game as a blue shield indication next to the normal red damage indication.&lt;br /&gt;
&lt;br /&gt;
Damage reduction is gained in various ways:&lt;br /&gt;
* Low cover gives 0.66 damage reduction.&lt;br /&gt;
* High cover gives 1.0 damage reduction.&lt;br /&gt;
* Several perks grant damage reduction.&lt;br /&gt;
* Mechanized units commonly have built in damage reduction of varying amounts.&lt;br /&gt;
&lt;br /&gt;
Hunker Down doubles the damage reduction effect of cover, as well as the normal effect of doubling the defense it gives.&lt;br /&gt;
&lt;br /&gt;
If the damage reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 damage reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Damage reduction can have several interesting effects on game play. One is that a shot against a unit may do 0 damage if the damage inflicted is reduced to 0, which can be a nasty surprise if trying to finish off a 1 HP enemy with a pistol. Once you come up against more advanced units, particularly mechanized ones, you may find yourself completely unable to damage them with lighter weapons such as carbines.&lt;br /&gt;
&lt;br /&gt;
===In Detail===&lt;br /&gt;
The steps in AbsorbDamage are:&lt;br /&gt;
# Non-cover, flat DR is applied:&lt;br /&gt;
## General damage reduction stat (including MEC suits, armors, small items, and Iron Skin).&lt;br /&gt;
## Damage Control reduces damage by 1.5.&lt;br /&gt;
## Mind Merge on an XCOM soldier reduces damage by Will/50.&lt;br /&gt;
## One for All active reduces damage to MEC by 1.&lt;br /&gt;
## Each Ethereal still alive in the final Temple Ship room reduces damage to Uber Ethereal by 15.&lt;br /&gt;
# All percentage DR is applied (multiplicatively):&lt;br /&gt;
## Combat Stims active multiplies damage by 0.6 if soldier is in cover and not flanked.&lt;br /&gt;
## Impact Vest and chryssalids multiply melee and Kinetic Strike damage by 0.6.&lt;br /&gt;
## Mechtoid with psi shield multiplies damage by 0.5&lt;br /&gt;
## Shock-Absorbent Armor multiplies damage by 0.667 if source is within 4 tiles.&lt;br /&gt;
## Absorption Fields multiplies any damage beyond 2 points by 0.6 (ex: 12 damage -&amp;gt; 2 + 0.6 * 10 = 8 damage).&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Flat DR from cover is applied if unit is not flanked, and weapon is not an AP Grenade:&lt;br /&gt;
## Low Cover reduces damage by 0.667, Full Cover reduces damage by 1.0.&lt;br /&gt;
## Hunkering down reduces damage by a further 0.667 or 1.0.&lt;br /&gt;
## Will to Survive reduces damage by 1.5.&lt;br /&gt;
## Fortiores Una reduces damage by a further 0.667 or 1.0.&lt;br /&gt;
# Effects that negate DR (except acid) are applied:&lt;br /&gt;
## Combined Arms increases damage by 1.0.&lt;br /&gt;
## Armor-piercing ammo increases damage by 2.0.&lt;br /&gt;
## Gauss weapons increase damage by 0.33, or 0.667 with Quenchguns researched.&lt;br /&gt;
## Final damage is capped at pre-DR damage.&lt;br /&gt;
# If there is any net DR from the above steps, it is multiplied by 1.5 if damage source is a shotgun without breaching ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHANGELOG Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==f. Explosive extra RNG layer==&lt;br /&gt;
&lt;br /&gt;
 Each unit has the damage reduced based on distance from the center. Damage falls off as the square of the radius. &amp;lt;br&amp;gt;&lt;br /&gt;
 For each target hit by explosive blast roll for -1,0,1 to damage (that&#039;s why explosive damage ranges are wider than gun damage ranges they get -1 to min and +1 to max) &amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;.. explosive-specific damage effects happen before shredding is applied..&amp;quot; Amineri .&lt;br /&gt;
&lt;br /&gt;
==g. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *1.4 if target is shredded .. &lt;br /&gt;
&lt;br /&gt;
 if(iDamage &amp;gt; 0) &lt;br /&gt;
{ &lt;br /&gt;
    iDamage += Max((iDamage * 4) / 10, 1); &lt;br /&gt;
}   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredding debuff can be completely negated by high DR.&#039;&#039;&#039;&lt;br /&gt;
But if any sliver of damage makes it past DR, shredding will always add at least 1 extra damage point.. Sapping target DR (removing cover, breaching ammo, acid debuff) can help mitigate to an extent the negative effect high DR can have on shredding effect ..&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (XGWeapon(kItem).GetDamageStat()) / 2);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 1/2 truncated down .. Constant value - no RNG involved .. Bypasses all DR mechanics (guard your mechs &amp;amp; SHIV) and does NOT benefit from debuffs (acid/shred) or crit roll&lt;br /&gt;
&lt;br /&gt;
Heat Ammo Bonus Damage added by weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAW 2&lt;br /&gt;
| LMG 3&lt;br /&gt;
| Autocannon 3&lt;br /&gt;
| Minigun 3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 3&lt;br /&gt;
| Gatling Laser 3&lt;br /&gt;
| SuperHeavy Laser 4&lt;br /&gt;
| Laser Lance 4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 3&lt;br /&gt;
| Gauss Machine Gun 4&lt;br /&gt;
| Sentry Gun 4&lt;br /&gt;
| Railgun 4&lt;br /&gt;
| Gauss Long Rifle 3&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 4&lt;br /&gt;
| Gatling Pulser 4&lt;br /&gt;
| Super Pulser 5&lt;br /&gt;
| Pulse Lance 5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 4&lt;br /&gt;
| Plasma Dragon 5&lt;br /&gt;
| SuperHeavy Plasma 5&lt;br /&gt;
| Particle cannon 5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Heat Warheads bonus damage vs robots&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| HE 2&lt;br /&gt;
| AP 2&lt;br /&gt;
| Alien Grenade 2&lt;br /&gt;
| Rocket Launcher 3&lt;br /&gt;
| Recoiless Rifle 4&lt;br /&gt;
| Blaster Launcher 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategic advice:&lt;br /&gt;
Since it ignores so many of the regular weapon damage process - sometimes it makes sense to apply the bonus heat ammo damage using abilities that are easy to hit with but don&#039;t do otherwise do much damage ... Flush, Suppression/Mayhem and Collateral Damage all make great methods of delivery ..&lt;br /&gt;
&lt;br /&gt;
==i. Kinetic strike is as primary weapon ==&lt;br /&gt;
Heat ammo, Ranger and Vital point targeting applied to kinetic strike.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=67451</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=67451"/>
		<updated>2015-09-05T17:07:52Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: information for aliens resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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;
==Overview==&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flight path, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
According to johnnylump on the [http://forums.nexusmods.com/index.php?/topic/2967954-beta-15e-final-feedback/page-41 Nexus Forums], &lt;br /&gt;
&lt;br /&gt;
* When a UFO lands it is either conducting a harvest mission (gain resources) or a research mission (gain research). Research missions happen only in countries with satellites -- this is an alien recon-in-force that&#039;s a direct attempt to engage XCOM. &lt;br /&gt;
&lt;br /&gt;
* Harvest missions *try* to avoid countries with satellites, with a greater chance when alien aggro is high, but they pay a resource penalty when they do (representing a second-best, safer option.) &lt;br /&gt;
&lt;br /&gt;
* Damage to UFOs, or losses on the ground, have no bearing on research points or resources gained from the mission ... if the UFO survives, it gets full value. &lt;br /&gt;
&lt;br /&gt;
* Damage to UFOs in the air does deduct resources as a repair cost, which is calculated separately from harvest gains.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Aggressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Aggressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
* You can have more than six interceptors when you defend one continent. store your spare interceptors on the other continents and make them rotate.&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * (Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = (Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 100% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by (Pilot Kills / 100) + 1&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
* Avalanche Missiles (340 damage, 0 armor penetration) vs Fighter (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.&lt;br /&gt;
* Laser Cannon (290 damage, 5 armor penetration) vs Fighter (armor 12): armor mitigation value of 12-5=7. Consequently, 7×5=35% of the damage is blocked, and the cannon has an effective damage of 188.&lt;br /&gt;
* Stingray Missiles (200 damage, 10 armor penetration) vs Fighter (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the stingray has an effective damage of 180.&lt;br /&gt;
&lt;br /&gt;
Note that in the above example while the Laser Cannon and Stingray Missiles are about equal on a per-hit basis, the Laser Cannon is more effective in combat due to its higher rate of fire and higher accuracy.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===UFO Types===&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;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Health!!rowspan=&amp;quot;2&amp;quot;|Armor!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Hangar (Long War)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;4&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Hangar (Long War)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;4&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Hangar (Long War)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Interceptor]]&#039;&#039;&#039;||2500||5|| ||10|| || ||title=&amp;quot;Cost in Credits&amp;quot;|200|| || || || ||title=&amp;quot;Duration in days&amp;quot;|3&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Hangar (Long War)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Firestorm]]&#039;&#039;&#039;||4000||25||5||15||[[Research (Long War)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|750&amp;lt;br /&amp;gt;(1125)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(30)||8 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;4 [[Alien Artifacts (Long War)#Alien Devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Avalanche Missiles]]&#039;&#039;&#039;||25% / 40% / 55%||340&amp;lt;br /&amp;gt;(170 per second)|| ||2.0 second||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Stingray Missiles Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Stingray Missiles]]&#039;&#039;&#039;||25% / 40% / 55%||200&amp;lt;br /&amp;gt;(133 per second)||10||1.5 second||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Phoenix Coilgun Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Phoenix Cannon]]&#039;&#039;&#039;||25% / 40% / 55%||140&amp;lt;br /&amp;gt;(183 per second)||5||0.75 second||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Laser Cannon]]&#039;&#039;&#039;||40% / 55% / 70%||290&amp;lt;br /&amp;gt;(290 per second)||5||1.0 second||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(240)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Plasma Cannon]]&#039;&#039;&#039;||25% / 40% / 55%||650&amp;lt;br /&amp;gt;(650 per second)||22||1.0 second||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|500&amp;lt;br /&amp;gt;(750)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(19)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|EMP Cannon]]&#039;&#039;&#039;||15% / 30% / 45%||310&amp;lt;br /&amp;gt;(563 per second)||30||0.55 second||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|575&amp;lt;br /&amp;gt;(862)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(240)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Corpses|Sectopod Wreck]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Fusion Lance]]&#039;&#039;&#039;||15% / 30% / 45%||1200&amp;lt;br /&amp;gt;(960 per second)||26||1.25 second||[[Research (Long War)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(62)||1 [[Alien Artifacts (Long War)#Alien Devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|UFO Tracking (Boost)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Modules|UFO Tracking (Boost)]]&#039;&#039;&#039;||Increases the duration of this air combat||[[Research (Long War)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (Long War)#Corpses|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|Defense Matrix (Dodge)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Modules|Defense Matrix (Dodge)]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (Long War)#Corpses|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|Uplink Targeting (Aim)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Modules|Uplink Targeting (Aim)]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||3 [[Alien Artifacts (Long War)#Corpses|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Foundry (Long War)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=67450</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=67450"/>
		<updated>2015-09-05T17:05:13Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
For &#039;&#039;&#039;Alien Missions&#039;&#039;&#039; 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, destroyed or lost, the aliens will pay resources for 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;
==Mission Types==&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. Expect dozens of high-level aliens, even packed into the tiny Scout, especially if you allowed it to land for maximum artifact retrieval.&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;, or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area.  Successful scouting missions will spawn a satellite hunt mission over the target country.&lt;br /&gt;
&lt;br /&gt;
A scout mission can be deterred by the target country&#039;s defenses, which based on their &amp;quot;shield bar&amp;quot; in the situation room. Specifically, it&#039;s a `(Shield / 2)%` chance to cause the mission to fail. There is also a `(100 - RemainingUFOHP)%` chance to fail the mission, so damaging a scouting UFO can prevent the chances that they spawn a satellite hunter. If neither of those two cases cause the mission to fail, the chance of success is `40 + (AlienResearch / 15)%`.&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 fly NOE and land in a randomly selected country.  An unimpeded mission grants the aliens resources.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a 12.5% chance per XCOM threat level (up to 50% at level 4) that the aliens will re-roll its target.  The new result is final, whether it also has a satellite or not.&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; (if Alien Research &amp;lt; 75), &#039;&#039;&#039;Destroyer&#039;&#039;&#039; (AR &amp;gt;= 75), or &#039;&#039;&#039;Battleship&#039;&#039;&#039; (AR &amp;gt;= 75) will fly at high altitude over a satellite-covered country. Priority is given to satellites over alien controlled countries (to prevent alien base assault) and countries with higher panic.  This mission will destroy the satellite if successful. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if stealth satellites is researched). Damaging the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&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===&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;
===Infiltrate===&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;
===Retaliate===&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;
===Oversee===&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;
==Mission Table==&lt;br /&gt;
At the beginning of each month, aliens plan all missions to be carried out that month based on their current resource level and perceived XCOM threat level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| || &#039;&#039;&#039;Threat 0&#039;&#039;&#039; || &#039;&#039;&#039;Threat 1&#039;&#039;&#039; || &#039;&#039;&#039;Threat 2&#039;&#039;&#039; || &#039;&#039;&#039;Threat 3&#039;&#039;&#039; || &#039;&#039;&#039;Threat 4&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 0&#039;&#039;&#039; || 3.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 3.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 0.5 Hunt || 3 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1 Hunt || 2.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1.5 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 2 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 1&#039;&#039;&#039; || 4.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0.5 Hunt &amp;lt;br/&amp;gt; 0.5 Bomb || 3.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3.5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1.5 Hunt &amp;lt;br/&amp;gt; 1.5 Bomb || 2.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3.5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 2&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 3&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 4&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=67449</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=67449"/>
		<updated>2015-09-05T16:44:10Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: ufo destroying also deduct aliens resources as far as I remember&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
For &#039;&#039;&#039;Alien Missions&#039;&#039;&#039; 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 or destroyed, 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;
==Mission Types==&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. Expect dozens of high-level aliens, even packed into the tiny Scout, especially if you allowed it to land for maximum artifact retrieval.&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;, or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area.  Successful scouting missions will spawn a satellite hunt mission over the target country.&lt;br /&gt;
&lt;br /&gt;
A scout mission can be deterred by the target country&#039;s defenses, which based on their &amp;quot;shield bar&amp;quot; in the situation room. Specifically, it&#039;s a `(Shield / 2)%` chance to cause the mission to fail. There is also a `(100 - RemainingUFOHP)%` chance to fail the mission, so damaging a scouting UFO can prevent the chances that they spawn a satellite hunter. If neither of those two cases cause the mission to fail, the chance of success is `40 + (AlienResearch / 15)%`.&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 fly NOE and land in a randomly selected country.  An unimpeded mission grants the aliens resources.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a 12.5% chance per XCOM threat level (up to 50% at level 4) that the aliens will re-roll its target.  The new result is final, whether it also has a satellite or not.&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; (if Alien Research &amp;lt; 75), &#039;&#039;&#039;Destroyer&#039;&#039;&#039; (AR &amp;gt;= 75), or &#039;&#039;&#039;Battleship&#039;&#039;&#039; (AR &amp;gt;= 75) will fly at high altitude over a satellite-covered country. Priority is given to satellites over alien controlled countries (to prevent alien base assault) and countries with higher panic.  This mission will destroy the satellite if successful. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if stealth satellites is researched). Damaging the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&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===&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;
===Infiltrate===&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;
===Retaliate===&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;
===Oversee===&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;
==Mission Table==&lt;br /&gt;
At the beginning of each month, aliens plan all missions to be carried out that month based on their current resource level and perceived XCOM threat level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| || &#039;&#039;&#039;Threat 0&#039;&#039;&#039; || &#039;&#039;&#039;Threat 1&#039;&#039;&#039; || &#039;&#039;&#039;Threat 2&#039;&#039;&#039; || &#039;&#039;&#039;Threat 3&#039;&#039;&#039; || &#039;&#039;&#039;Threat 4&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 0&#039;&#039;&#039; || 3.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 3.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 0.5 Hunt || 3 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1 Hunt || 2.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1.5 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 2 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 1&#039;&#039;&#039; || 4.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0.5 Hunt &amp;lt;br/&amp;gt; 0.5 Bomb || 3.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3.5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1.5 Hunt &amp;lt;br/&amp;gt; 1.5 Bomb || 2.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3.5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 2&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 3&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 4&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=67417</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=67417"/>
		<updated>2015-08-31T07:59:57Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips for the Tactical Layer=&lt;br /&gt;
&lt;br /&gt;
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thyself&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good Commander knows their soldiers well. Particularly with Training Roulette on, keep an eye out for any good ability combinations, and make note of who has them. For example, someone with high move and Packmaster (+1 use to all items) would be good to give an Arc Thrower. Or soldiers that get Low Profile should be earmarked for Psionic Training in Psi Shadow. Opportunists with any multi-overwatch shot abilities would be good for Chryssalid and Zombie-infested missions, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thine Enemy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Study the UFOpaedia&#039;s [[Alien_Life_Forms_(Long_War)|alien database]] well: the expanded abilities displayed by the aliens can catch even a veteran vanilla player unaware, such as Berserkers being able to jump from the get-go, or Thin Men squad leaders getting Squadsight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An extremely useful type of grenade, try it over flash-bangs and psi-grenades. Although it doesn&#039;t affect the ever annoying chryssalids and thin men, it can be used against all other enemy types. Reduces aim, movement points and damages upon actions. Also extremely useful against later Cyberdisks, mechtoids and sectopods with insane hit-points and damage reduction. Can effectively reduce damage reduction of hardened enemies to 1-3 from (late stage) 8-10, making them much easier to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capturing Aliens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemically assisted capture.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will NOT move, or they would die. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A plethora of specimens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request. In addition, you can sell most of the alien weapons you&#039;ll get on the Grey market. As you will neither be able to use them yourself, nor get Council requests for them, until much &#039;&#039;much&#039;&#039; later (when you complete the research for them): there&#039;s no harm in selling a portion of this stock for most of the campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics: They aren&#039;t useless&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. They now also have an ability called &#039;&#039;&#039;Field Surgeon&#039;&#039; that has a 75% chance (100% if you field 2 Medics with it) of reducing non-Critically Wounded injury recovery time. Make one a Lieutenant with Stay Frosty, and you have a nice buffer for the expanded recovery mechanics of Long War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree present in Long War. A S.H.I.V does not suffer from fatigue or panic. If you want to try and take all the missions that the game throws at you, having some S.H.I.Vs is a good idea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanners.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Training Roulette on, any soldier class has a chance to get Scanners as a perk (and will carry two per mission). And later, if/when you can afford the Meld, give a few mid-line soldiers Bioelectric Skin, have each one take a turn on missions, and regroup when facing a Seeker pod (hopefully, there will be no grenade-wielding aliens around). Either way can save up an item slot for whatever else you think might help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades first.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not worth potentially losing valuable soldiers to recover meld. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.4 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide higher fractional meld amounts. &amp;lt;br&amp;gt;&lt;br /&gt;
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it&#039;s making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act. Put the camera to &#039;terrain gliding&#039; with F9, and look around when starting a mission: you may catch the movement of the canister&#039;s &#039;turret&#039; if you look for a bit. On &#039;&#039;top&#039;&#039; of UFOs is a common place (and are easy to spot in this method), so if you do not have a way to access them, consider them a write-off and take your time, unless you think you can rush to complete the mission before it goes off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrosive Attraction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Placing a Mimic Beacon and a Chem Grenade on each other acts like something between a Poor Man&#039;s Shredder Rocket and a Flashbang: most aliens will swarm around the Beacon, the acid cutting into their DR, and dinging the HP of organic enemies while reducing their aim and movement. Keep in mind that some aliens will still fire, even if out in the open in this situation, so for extra safety, get you soldiers out of line of sight in that round, and next round you&#039;ll know that most of them are conveniently clustered around the beacon for your AoE attacks! Be cautious of any on Overwatch when you move back into line-of-sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction vs Sentinel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Reaction allows for up to 3 &#039;&#039;consecutive&#039;&#039; Overwatch shots: if the first or second shot misses, your soldier will not be able to take the remaining shots. Sentinel allows for two Overwatch shots, the second of which will be taken regardless if the first hits or not. Either one benefits greatly from Opportunist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Game Armor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers. If flight doesn&#039;t interest you, the Vortex armor for your psionic troopers gives the same HP bonus, but slightly more mobility and defense, plus the +20 boost to will, and eliminates fatigue. Certainly, it&#039;s an expensive investment, but it (or the lesser Aurora Armor) is the only way you may be able to get to use the devastating Rift attack in battle.&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chatter on the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Every two turns your soldiers will &amp;quot;hear&amp;quot; the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no audible sound during this reveal are outsiders, though they will still trigger the indicator&#039;s mechanics (as usually they&#039;ll be the last aliens in a UFO assault mission). And learn the sounds the various enemies make during Alien Activity to get a feel of enemy composition: Sectoids chitter, Thin Men rasp, Mutons roar (Berserkers &amp;amp; Elites have slightly different sounds), Floaters rocket and growl, Cyberdiscs make.... ufo-y sounds, drones hover-whine, Mechtoids and Sectopods share heavy footfalls, you hear the Chryssalids in your nightmares, the Ethereals &#039;talk&#039; and EXALT make scrambled radio chatter. In landed UFOs, a sharp ear (and a good sound system) can tell you if the roaming pods are in the UFO (the clanking of boots on alloy floors) or outside (the more muffled padding of aliens on soil)-- at least for the bipedal aliens. The length of Alien Activity will also give you an idea of how many aliens (and EXALT agents) there are left.  On Council and Covert Op missions, if the alien turn barely lasts a moment, there are no enemies in play, so continue with the mission without worry (until the next airdrop triggers, anyways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supression, Flashbangs, Overwatch and You&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots, and it appears to not activate pods that can only be seen in transit (i.e. if you can see them at the grapple destination, they still activate). Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, target cloaking, and flashbangs will cancel Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Block the exit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A soldier can effectively &amp;quot;lock&amp;quot; a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be &amp;quot;locked&amp;quot; by standing at the top of them; chryssalids, thin men, berserkers, and outsiders can simply vault up onto any rooftop, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scatter Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The number of tiles that shows up as a rocket&#039;s scatter means that the rocket has a 68% chance of hitting somewhere within that many tiles from the center of the shown blast zone. The 68% is derived from the statistical normal distribution where 68% is the number of all values that fall within one standard-deviation of the mean. By applying this, a rocket of scatter 1.5 tiles will land within 1.5 tiles of the center of the blast zone 68% of the time.&lt;br /&gt;
&lt;br /&gt;
By doubling the rocket scatter you are given, you arrive at two standard deviations from the mean (average). This means that there is a 95% chance that a rocket will land within 2x the shown rocket scatter from the center of the blast zone (i.e. a rocket of scatter 2.0 tiles will land within 4.0 tiles of the center of the blast zone 95% of the time)&lt;br /&gt;
&lt;br /&gt;
Rockets do not scatter vertically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MECs&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with &amp;quot;one for all&amp;quot; without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. The KSM does not work with &amp;quot;In The Zone&amp;quot;, but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight. &#039;&#039;Line of sight range is 17 tiles in a straight line&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When do I keep corpses, weapon frags, meld, and alloys from alien bodies?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As Dr. Vahlen aggressively points out, killing an alien with an explosive will not yield any weapon fragments upon death, but what about the other things like corpses?&amp;lt;br&amp;gt;&lt;br /&gt;
Follow this guide: &amp;lt;br&amp;gt;&lt;br /&gt;
1. Any alien that is hurt by an explosive weapon at any time, will not give any meld (different aliens drop different fractional amounts of meld). However, they will give everything else upon death unless any of the following items in this list supersede.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Any alien this is dealt the killing blow with an explosive, will lose everything. You will not get meld, alloys, weapon fragments, or corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Any legitimate (i.e. not killed by explosives) alien corpses/wrecks laying on the ground will NOT be destroyed if an explosive weapon detonates nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Any unconscious alien captures WILL be killed if they get caught in an explosive blast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a related note: blowing up walls of downed/landed UFOs does not affect any of the resource outcome of that mission. However, blowing up intact alien computers, power sources, etc, will still destroy that item.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush from west and teammates from south will easily flank&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you flush an enemy while flusher is at side of enemy, the enemy set the cover position only toward flusher, and that positon is easy to be flanked by the other soldiers. the alien who is flushed doesn&#039;t consider the other soldiers at all. you don&#039;t have to flank him  actually when you flush him doing this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All aliens tend to interrupt suppression by firing suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
successful hit on suppressor negate suppression, so aliens tend to shoot suppressor first. the suppressor can be used as Tanker. it&#039;s good to make your suppressor have full HP and high cover before using suppression.&lt;br /&gt;
&lt;br /&gt;
==Perk Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 50% damage reduction from the perk &amp;quot;flush&amp;quot; is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Shots&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many perks offer free shots or additional shots, to see which perks allow certain types of free shots, refer to the following list.&lt;br /&gt;
&lt;br /&gt;
1.	Light Em Up, Close Encounters and Hit &amp;amp; Run only activate from basic fire (primary &amp;amp; sidearm). &amp;lt;br&amp;gt;&lt;br /&gt;
2.	In The Zone activates from basic fire, Disabling Shot, Flush, Precision Shot and Rapid Shot, but only from primary weapon shots.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Ready For Anything and Double Tap activate from basic fire, Disabling Shot, Flush, and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
4.	When activated, Double Tap allows basic fire, Disabling Shot and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
5.	When activated, Run &amp;amp; Gun allows basic fire, Flush, Rapid Fire, Suppression and Overwatch (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorted by ability:&amp;lt;br&amp;gt;&lt;br /&gt;
1.	Basic fire: Activates Light Em Up, Close Encounters, Hit and Run, In The Zone, Ready For Anything, Double Tap. Available from both Double Tap and Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
2.	Disabling Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Precision Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
4.	Flush: Activates In The Zone, Ready For Anything, Double Tap. Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
5.	Rapid Fire: Activates In The Zone (on either 1st or 2nd shot). Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
6.	Suppression: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
7.	Overwatch: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
8.	Steady Weapon: Not available from either Run &amp;amp; Gun or Double Tap.&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens don&#039;t like being flanked.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn. One exception to a flanked alien running is if there is only 1 XCOM soldier flanking the alien AND that alien has a killing flank shot on that 1 soldier. The moral of that story is, don&#039;t put one of your soldiers into a flank just to get a flank on an alien.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drones cannot overwatch, nor can they go through closed doors (except in seemingly extraordinary cases). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberdicks&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outsiders are extremely dangerous: they have muscle fiber density, great aim, and health regeneration, but they carry no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can&#039;t strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them. The only soldier who will not react to a decloak, is the soldier who is about to be strangled by the decloaking seeker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). &lt;br /&gt;
Things that reduce the damage of Psi Lance and Rift: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Every form of DR including cover.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Every 10 points of soldier&#039;s will reduce damage by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Combat drugs reduce it by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Psi inspiration reduce it by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Mind merge reduces it by a currently unknown scaling amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowing is half the battle!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Missions: Tips &amp;amp; Tactics.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).&amp;lt;br&amp;gt;&lt;br /&gt;
2) Exalt is a much greater threat with more gene mods and vastly more agents: if you feel you&#039;ll need your heavy hitters, pick your lineup and let them stay home when you send your Operative out, so they&#039;ll be fresh when it&#039;s time for the extraction.&amp;lt;br&amp;gt;&lt;br /&gt;
3) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.&amp;lt;br&amp;gt;&lt;br /&gt;
4) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don&#039;t risk your troops to rush it too. Just converge at the transmitter for a last stand.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Blow up all cover at the encoder or transmitter. Exalt agents are dumb enough to rush into that area and stay in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
6) If you can hold EXALT off from both the Encoder and Transmitter, there&#039;s an extra Credit bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
7) As there is always a larger number of EXALT agents, it&#039;s easy to get a few buckets of Meld from the corpses: enough to make it worthwhile to farm these missions while you can still beat it.&amp;lt;br&amp;gt;&lt;br /&gt;
8) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to do so (a.k.a when he moves right next to it), and &#039;&#039;not&#039;&#039; when he &#039;&#039;actually&#039;&#039; hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.&amp;lt;br&amp;gt;&lt;br /&gt;
9) On these, it is not necessary to eliminate all Exalt agents-- a tall order anyways, given you&#039;re only allowed 4 soldiers: feel free to just &#039;smash n&#039; grab,&#039; if the map allows it. Consider sending soldiers with high move, dashing from relay to relay, and haul ass out of there.&amp;lt;br&amp;gt;&lt;br /&gt;
10) There are fewer EXALT squads seeded onto the map when you begin the mission, so the bigger danger is the airdropped agents, who will often appear in inconvenient places.&amp;lt;br&amp;gt;&lt;br /&gt;
11) There will also be EXALT airdrops on your way back to the Skyranger, so plan ahead with soldier positions for that. There&#039;ll often be 2 or 3 (dropped every other turn) within 1 move&#039;s distance of the extraction zone; these you can camp for a little extra XP, or stun for their laser weapons if they&#039;re Elites.&amp;lt;br&amp;gt;&lt;br /&gt;
12) If you don&#039;t mind a bit of [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|Save Scumming]], save before the notice for extraction comes up from the Hologlobe. Then let the notice appear, and see which of the two Extraction types it is.&lt;br /&gt;
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&#039;&#039;&#039;Site Recon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a ton more chryssalids in the Long War iteration of this mission: naturally, bring many explosives, and bring soldiers that can either hit hard or hit twice. Expect the bugs to try to overrun you right from the get-go, so manage your ammo carefully, so there&#039;s always at least half your squad ready to fire or go into overwatch. As cover doesn&#039;t matter anyways, place your soldiers in lines so the first chryssalid (often the pod leader, with Rapid Reaction) doesn&#039;t activate all the overwatches, but as each one is slowed by the reaction shot &amp;quot;bullet time,&amp;quot; the rest of the pack members get attacked in sequence. Beware, however, of never taking cover, as there is a single pod of thin men on the map. Don&#039;t place soldiers near the guardrail of the upper elevation, as many of the packs will come from the docks proper, and it&#039;ll do you no good if any are hiding in the shadow of the ledge: having the forward soldier (whom the chryssalids will most often swarm around) away from the edge will make them all swarm at least on the same level, and in a convenient grouping for grenades, rockets, flamethrowers, and bullets/lasers/plasma. Don&#039;t forget to blow up those large fish, lest they hatch more bugs on your way back. If you&#039;ve managed to get the Alien Grenades (Muton Autopsy) Research/Foundry projects done, Alien and the upgraded AP grenades are supremely helpful. If you got some to spare when you reach the boat: take out a few of it&#039;s walls on the starboard side, so your Squadsight Snipers can perch a ways away and hit the emerging chryssalids and cover the rest of Strike 1&#039;s retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abductor Blitzkrieg Counter-Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, you may find Abductor and Harvester UFO assaults to be surprisingly difficult: due to the actually limited size of these two types of UFOs (and how the maps that include them tend to also be small), you may find yourself being rushed by nearly every pod in the map at once. Pick your strike team and their equipment with this in mind, to either push back against this threat (such as psionic soldiers with mind control to scramble their ranks, and HP boost items for high-health soldiers), or pull back defensively (soldiers with high move, and Overwatch-boosting abilites), and perhaps either way, to bring plenty of explosives to deny enemy cover&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=67416</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=67416"/>
		<updated>2015-08-31T07:59:03Z</updated>

		<summary type="html">&lt;p&gt;Bingo12345: /* Game Mechanics */&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
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=General Advice &amp;amp; Tips for the Tactical Layer=&lt;br /&gt;
&lt;br /&gt;
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know Thyself&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good Commander knows their soldiers well. Particularly with Training Roulette on, keep an eye out for any good ability combinations, and make note of who has them. For example, someone with high move and Packmaster (+1 use to all items) would be good to give an Arc Thrower. Or soldiers that get Low Profile should be earmarked for Psionic Training in Psi Shadow. Opportunists with any multi-overwatch shot abilities would be good for Chryssalid and Zombie-infested missions, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Know Thine Enemy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Study the UFOpaedia&#039;s [[Alien_Life_Forms_(Long_War)|alien database]] well: the expanded abilities displayed by the aliens can catch even a veteran vanilla player unaware, such as Berserkers being able to jump from the get-go, or Thin Men squad leaders getting Squadsight.&lt;br /&gt;
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&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An extremely useful type of grenade, try it over flash-bangs and psi-grenades. Although it doesn&#039;t affect the ever annoying chryssalids and thin men, it can be used against all other enemy types. Reduces aim, movement points and damages upon actions. Also extremely useful against later Cyberdisks, mechtoids and sectopods with insane hit-points and damage reduction. Can effectively reduce damage reduction of hardened enemies to 1-3 from (late stage) 8-10, making them much easier to kill.&lt;br /&gt;
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&#039;&#039;&#039;Capturing Aliens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemically assisted capture.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will NOT move, or they would die. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).&lt;br /&gt;
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&#039;&#039;&#039;A plethora of specimens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request. In addition, you can sell most of the alien weapons you&#039;ll get on the Grey market. As you will neither be able to use them yourself, nor get Council requests for them, until much &#039;&#039;much&#039;&#039; later (when you complete the research for them): there&#039;s no harm in selling a portion of this stock for most of the campaign.&lt;br /&gt;
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&#039;&#039;&#039;Medics: They aren&#039;t useless&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. They now also have an ability called &#039;&#039;&#039;Field Surgeon&#039;&#039; that has a 75% chance (100% if you field 2 Medics with it) of reducing non-Critically Wounded injury recovery time. Make one a Lieutenant with Stay Frosty, and you have a nice buffer for the expanded recovery mechanics of Long War.&lt;br /&gt;
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&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
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&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree present in Long War. A S.H.I.V does not suffer from fatigue or panic. If you want to try and take all the missions that the game throws at you, having some S.H.I.Vs is a good idea. &lt;br /&gt;
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&#039;&#039;&#039;Battle Scanners.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Training Roulette on, any soldier class has a chance to get Scanners as a perk (and will carry two per mission). And later, if/when you can afford the Meld, give a few mid-line soldiers Bioelectric Skin, have each one take a turn on missions, and regroup when facing a Seeker pod (hopefully, there will be no grenade-wielding aliens around). Either way can save up an item slot for whatever else you think might help.&lt;br /&gt;
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&#039;&#039;&#039;Grenades first.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.&lt;br /&gt;
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&#039;&#039;&#039;Meld.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not worth potentially losing valuable soldiers to recover meld. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.4 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide higher fractional meld amounts. &amp;lt;br&amp;gt;&lt;br /&gt;
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it&#039;s making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act. Put the camera to &#039;terrain gliding&#039; with F9, and look around when starting a mission: you may catch the movement of the canister&#039;s &#039;turret&#039; if you look for a bit. On &#039;&#039;top&#039;&#039; of UFOs is a common place (and are easy to spot in this method), so if you do not have a way to access them, consider them a write-off and take your time, unless you think you can rush to complete the mission before it goes off.&lt;br /&gt;
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&#039;&#039;&#039;Corrosive Attraction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Placing a Mimic Beacon and a Chem Grenade on each other acts like something between a Poor Man&#039;s Shredder Rocket and a Flashbang: most aliens will swarm around the Beacon, the acid cutting into their DR, and dinging the HP of organic enemies while reducing their aim and movement. Keep in mind that some aliens will still fire, even if out in the open in this situation, so for extra safety, get you soldiers out of line of sight in that round, and next round you&#039;ll know that most of them are conveniently clustered around the beacon for your AoE attacks! Be cautious of any on Overwatch when you move back into line-of-sight.&lt;br /&gt;
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&#039;&#039;&#039;Rapid Reaction vs Sentinel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Reaction allows for up to 3 &#039;&#039;consecutive&#039;&#039; Overwatch shots: if the first or second shot misses, your soldier will not be able to take the remaining shots. Sentinel allows for two Overwatch shots, the second of which will be taken regardless if the first hits or not. Either one benefits greatly from Opportunist.&lt;br /&gt;
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&#039;&#039;&#039;End Game Armor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers. If flight doesn&#039;t interest you, the Vortex armor for your psionic troopers gives the same HP bonus, but slightly more mobility and defense, plus the +20 boost to will, and eliminates fatigue. Certainly, it&#039;s an expensive investment, but it (or the lesser Aurora Armor) is the only way you may be able to get to use the devastating Rift attack in battle.&lt;br /&gt;
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==Game Mechanics==&lt;br /&gt;
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&#039;&#039;&#039;Chatter on the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Every two turns your soldiers will &amp;quot;hear&amp;quot; the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no audible sound during this reveal are outsiders, though they will still trigger the indicator&#039;s mechanics (as usually they&#039;ll be the last aliens in a UFO assault mission). And learn the sounds the various enemies make during Alien Activity to get a feel of enemy composition: Sectoids chitter, Thin Men rasp, Mutons roar (Berserkers &amp;amp; Elites have slightly different sounds), Floaters rocket and growl, Cyberdiscs make.... ufo-y sounds, drones hover-whine, Mechtoids and Sectopods share heavy footfalls, you hear the Chryssalids in your nightmares, the Ethereals &#039;talk&#039; and EXALT make scrambled radio chatter. In landed UFOs, a sharp ear (and a good sound system) can tell you if the roaming pods are in the UFO (the clanking of boots on alloy floors) or outside (the more muffled padding of aliens on soil)-- at least for the bipedal aliens. The length of Alien Activity will also give you an idea of how many aliens (and EXALT agents) there are left.  On Council and Covert Op missions, if the alien turn barely lasts a moment, there are no enemies in play, so continue with the mission without worry (until the next airdrop triggers, anyways).&lt;br /&gt;
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&#039;&#039;&#039;Supression, Flashbangs, Overwatch and You&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots, and it appears to not activate pods that can only be seen in transit (i.e. if you can see them at the grapple destination, they still activate). Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, target cloaking, and flashbangs will cancel Suppression.&lt;br /&gt;
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&#039;&#039;&#039;Block the exit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A soldier can effectively &amp;quot;lock&amp;quot; a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be &amp;quot;locked&amp;quot; by standing at the top of them; chryssalids, thin men, berserkers, and outsiders can simply vault up onto any rooftop, however.&lt;br /&gt;
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&#039;&#039;&#039;Scatter Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The number of tiles that shows up as a rocket&#039;s scatter means that the rocket has a 68% chance of hitting somewhere within that many tiles from the center of the shown blast zone. The 68% is derived from the statistical normal distribution where 68% is the number of all values that fall within one standard-deviation of the mean. By applying this, a rocket of scatter 1.5 tiles will land within 1.5 tiles of the center of the blast zone 68% of the time.&lt;br /&gt;
&lt;br /&gt;
By doubling the rocket scatter you are given, you arrive at two standard deviations from the mean (average). This means that there is a 95% chance that a rocket will land within 2x the shown rocket scatter from the center of the blast zone (i.e. a rocket of scatter 2.0 tiles will land within 4.0 tiles of the center of the blast zone 95% of the time)&lt;br /&gt;
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Rockets do not scatter vertically.&lt;br /&gt;
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&#039;&#039;&#039;MECs&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with &amp;quot;one for all&amp;quot; without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. The KSM does not work with &amp;quot;In The Zone&amp;quot;, but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.&lt;br /&gt;
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&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.&lt;br /&gt;
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&#039;&#039;&#039;LOS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight. &#039;&#039;Line of sight range is 17 tiles in a straight line&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;When do I keep corpses, weapon frags, meld, and alloys from alien bodies?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As Dr. Vahlen aggressively points out, killing an alien with an explosive will not yield any weapon fragments upon death, but what about the other things like corpses?&amp;lt;br&amp;gt;&lt;br /&gt;
Follow this guide: &amp;lt;br&amp;gt;&lt;br /&gt;
1. Any alien that is hurt by an explosive weapon at any time, will not give any meld (different aliens drop different fractional amounts of meld). However, they will give everything else upon death unless any of the following items in this list supersede.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Any alien this is dealt the killing blow with an explosive, will lose everything. You will not get meld, alloys, weapon fragments, or corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Any legitimate (i.e. not killed by explosives) alien corpses/wrecks laying on the ground will NOT be destroyed if an explosive weapon detonates nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Any unconscious alien captures WILL be killed if they get caught in an explosive blast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a related note: blowing up walls of downed/landed UFOs does not affect any of the resource outcome of that mission. However, blowing up intact alien computers, power sources, etc, will still destroy that item.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flush from west and teammates from south will easily flank&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you flush an enemy while flusher is at side of enemy, the enemy set the cover position only toward flusher, and that positon is easy to be flanked by the other soldiers. the alien who is flushed doesn&#039;t consider the other soldiers at all. you don&#039;t have to flank him  actually when you flush him doing this.&lt;br /&gt;
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&#039;&#039;&#039;All aliens tend to interrupt suppression by firing suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
successful hit on suppressor negate suppression, so aliens tend to shoot suppressor first. the suppressor can be used as Tanker. it&#039;s good to make your suppressor have full HP and high cover before your soldier uses suppression.&lt;br /&gt;
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==Perk Mechanics==&lt;br /&gt;
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&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 50% damage reduction from the perk &amp;quot;flush&amp;quot; is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.&lt;br /&gt;
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&#039;&#039;&#039;Free Shots&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many perks offer free shots or additional shots, to see which perks allow certain types of free shots, refer to the following list.&lt;br /&gt;
&lt;br /&gt;
1.	Light Em Up, Close Encounters and Hit &amp;amp; Run only activate from basic fire (primary &amp;amp; sidearm). &amp;lt;br&amp;gt;&lt;br /&gt;
2.	In The Zone activates from basic fire, Disabling Shot, Flush, Precision Shot and Rapid Shot, but only from primary weapon shots.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Ready For Anything and Double Tap activate from basic fire, Disabling Shot, Flush, and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
4.	When activated, Double Tap allows basic fire, Disabling Shot and Precision Shot (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
5.	When activated, Run &amp;amp; Gun allows basic fire, Flush, Rapid Fire, Suppression and Overwatch (primary &amp;amp; sidearm).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorted by ability:&amp;lt;br&amp;gt;&lt;br /&gt;
1.	Basic fire: Activates Light Em Up, Close Encounters, Hit and Run, In The Zone, Ready For Anything, Double Tap. Available from both Double Tap and Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
2.	Disabling Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
3.	Precision Shot: Activates In The Zone, Ready For Anything, Double Tap. Available from Double Tap, but not Run &amp;amp; Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
4.	Flush: Activates In The Zone, Ready For Anything, Double Tap. Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
5.	Rapid Fire: Activates In The Zone (on either 1st or 2nd shot). Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
6.	Suppression: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
7.	Overwatch: Available from Run &amp;amp; Gun, but not Double Tap.&amp;lt;br&amp;gt;&lt;br /&gt;
8.	Steady Weapon: Not available from either Run &amp;amp; Gun or Double Tap.&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens don&#039;t like being flanked.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn. One exception to a flanked alien running is if there is only 1 XCOM soldier flanking the alien AND that alien has a killing flank shot on that 1 soldier. The moral of that story is, don&#039;t put one of your soldiers into a flank just to get a flank on an alien.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drones cannot overwatch, nor can they go through closed doors (except in seemingly extraordinary cases). &lt;br /&gt;
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&#039;&#039;&#039;Cyberdicks&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.&lt;br /&gt;
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&#039;&#039;&#039;Outsiders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outsiders are extremely dangerous: they have muscle fiber density, great aim, and health regeneration, but they carry no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.&lt;br /&gt;
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&#039;&#039;&#039;Seekers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can&#039;t strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them. The only soldier who will not react to a decloak, is the soldier who is about to be strangled by the decloaking seeker.&lt;br /&gt;
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&#039;&#039;&#039;Ethereals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). &lt;br /&gt;
Things that reduce the damage of Psi Lance and Rift: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Every form of DR including cover.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Every 10 points of soldier&#039;s will reduce damage by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Combat drugs reduce it by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Psi inspiration reduce it by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Mind merge reduces it by a currently unknown scaling amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.&lt;br /&gt;
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==Missions==&lt;br /&gt;
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&#039;&#039;&#039;Knowing is half the battle!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.&lt;br /&gt;
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&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.&lt;br /&gt;
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&#039;&#039;&#039;Exalt Missions: Tips &amp;amp; Tactics.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).&amp;lt;br&amp;gt;&lt;br /&gt;
2) Exalt is a much greater threat with more gene mods and vastly more agents: if you feel you&#039;ll need your heavy hitters, pick your lineup and let them stay home when you send your Operative out, so they&#039;ll be fresh when it&#039;s time for the extraction.&amp;lt;br&amp;gt;&lt;br /&gt;
3) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.&amp;lt;br&amp;gt;&lt;br /&gt;
4) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don&#039;t risk your troops to rush it too. Just converge at the transmitter for a last stand.&amp;lt;br&amp;gt;&lt;br /&gt;
5) Blow up all cover at the encoder or transmitter. Exalt agents are dumb enough to rush into that area and stay in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
6) If you can hold EXALT off from both the Encoder and Transmitter, there&#039;s an extra Credit bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
7) As there is always a larger number of EXALT agents, it&#039;s easy to get a few buckets of Meld from the corpses: enough to make it worthwhile to farm these missions while you can still beat it.&amp;lt;br&amp;gt;&lt;br /&gt;
8) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to do so (a.k.a when he moves right next to it), and &#039;&#039;not&#039;&#039; when he &#039;&#039;actually&#039;&#039; hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.&amp;lt;br&amp;gt;&lt;br /&gt;
9) On these, it is not necessary to eliminate all Exalt agents-- a tall order anyways, given you&#039;re only allowed 4 soldiers: feel free to just &#039;smash n&#039; grab,&#039; if the map allows it. Consider sending soldiers with high move, dashing from relay to relay, and haul ass out of there.&amp;lt;br&amp;gt;&lt;br /&gt;
10) There are fewer EXALT squads seeded onto the map when you begin the mission, so the bigger danger is the airdropped agents, who will often appear in inconvenient places.&amp;lt;br&amp;gt;&lt;br /&gt;
11) There will also be EXALT airdrops on your way back to the Skyranger, so plan ahead with soldier positions for that. There&#039;ll often be 2 or 3 (dropped every other turn) within 1 move&#039;s distance of the extraction zone; these you can camp for a little extra XP, or stun for their laser weapons if they&#039;re Elites.&amp;lt;br&amp;gt;&lt;br /&gt;
12) If you don&#039;t mind a bit of [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|Save Scumming]], save before the notice for extraction comes up from the Hologlobe. Then let the notice appear, and see which of the two Extraction types it is.&lt;br /&gt;
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&#039;&#039;&#039;Site Recon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a ton more chryssalids in the Long War iteration of this mission: naturally, bring many explosives, and bring soldiers that can either hit hard or hit twice. Expect the bugs to try to overrun you right from the get-go, so manage your ammo carefully, so there&#039;s always at least half your squad ready to fire or go into overwatch. As cover doesn&#039;t matter anyways, place your soldiers in lines so the first chryssalid (often the pod leader, with Rapid Reaction) doesn&#039;t activate all the overwatches, but as each one is slowed by the reaction shot &amp;quot;bullet time,&amp;quot; the rest of the pack members get attacked in sequence. Beware, however, of never taking cover, as there is a single pod of thin men on the map. Don&#039;t place soldiers near the guardrail of the upper elevation, as many of the packs will come from the docks proper, and it&#039;ll do you no good if any are hiding in the shadow of the ledge: having the forward soldier (whom the chryssalids will most often swarm around) away from the edge will make them all swarm at least on the same level, and in a convenient grouping for grenades, rockets, flamethrowers, and bullets/lasers/plasma. Don&#039;t forget to blow up those large fish, lest they hatch more bugs on your way back. If you&#039;ve managed to get the Alien Grenades (Muton Autopsy) Research/Foundry projects done, Alien and the upgraded AP grenades are supremely helpful. If you got some to spare when you reach the boat: take out a few of it&#039;s walls on the starboard side, so your Squadsight Snipers can perch a ways away and hit the emerging chryssalids and cover the rest of Strike 1&#039;s retreat.&lt;br /&gt;
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&#039;&#039;&#039;Abductor Blitzkrieg Counter-Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, you may find Abductor and Harvester UFO assaults to be surprisingly difficult: due to the actually limited size of these two types of UFOs (and how the maps that include them tend to also be small), you may find yourself being rushed by nearly every pod in the map at once. Pick your strike team and their equipment with this in mind, to either push back against this threat (such as psionic soldiers with mind control to scramble their ranks, and HP boost items for high-health soldiers), or pull back defensively (soldiers with high move, and Overwatch-boosting abilites), and perhaps either way, to bring plenty of explosives to deny enemy cover&lt;br /&gt;
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[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Bingo12345</name></author>
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