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	<updated>2026-05-01T08:06:45Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Covert_Operations_(Long_War)&amp;diff=120228</id>
		<title>Covert Operations (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Operations_(Long_War)&amp;diff=120228"/>
		<updated>2024-11-21T17:13:16Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Covert Operatives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_covertoperations.png|right]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:EXALT Insignia (EU2012).png|left|32px|EXALT insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Covert Operations&#039;&#039;&#039; division and the tricks EXALT get up to are similar in Long War as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==EXALT Activities==&lt;br /&gt;
&lt;br /&gt;
EXALT begins operations against XCOM in May. EXALT spawns two cells after 18-24 days have passed (15-24 on Brutal/Impossible) and then immediately triggers a &#039;&#039;Sabotage&#039;&#039; operation. Thereafter, one additional cell can spawn after 7-10 (Classic: 7-11, Brutal: 6-10, Impossible: 6-9) days have past (this cooldown scales with the dynamic war option), up to a maximum of 10 cells at once.&lt;br /&gt;
&lt;br /&gt;
===Cell Spawning===&lt;br /&gt;
&lt;br /&gt;
====Location====&lt;br /&gt;
&lt;br /&gt;
Newly spawned cells select countries semi-randomly according to a weighted list. Each country has 0 weight by default, and countries add or subtract weighting based on a variety of factors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=5 | Initial Weightings&lt;br /&gt;
|-&lt;br /&gt;
! Country Panic&lt;br /&gt;
! Normal&lt;br /&gt;
! Classic&lt;br /&gt;
! Brutal&lt;br /&gt;
! Impossible&lt;br /&gt;
|-&lt;br /&gt;
! 0-19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 20-39&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 40-59&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 60-79&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 80-100&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional modifiers (on Normal / Classic / Brutal / Impossible):&lt;br /&gt;
* No country in the continent has an EXALT Cell: +1 / +1 / +2 / +1&lt;br /&gt;
* No countries in the continent have left the XCOM project: +1 / +1 / +1 / +2&lt;br /&gt;
* All but one country in the continent has left the XCOM project: -1&lt;br /&gt;
* All countries in the continent have left the XCOM project: -3&lt;br /&gt;
* Only country on the continent without a satellite: +2&lt;br /&gt;
* Country has a satellite: -3 / -1 / -1 / -1 &lt;br /&gt;
* The country contains the EXALT HQ: -1 / -1 / -1 / -0 &lt;br /&gt;
&lt;br /&gt;
Once all weights have been computed, the location of the EXALT cell is randomly determined, with the chance of selecting any given country equal to &amp;lt;weight of country&amp;gt; / &amp;lt;sum of all weights&amp;gt;. Any countries with existing exalt cells, as well as any countries with 0 or less weighting, are removed from this calculation.&lt;br /&gt;
&lt;br /&gt;
For instance, if country A, B, and C has weighting 3, 2, and 1 respectively for a total of 6 weight, and all other countries have 0 or less weight, then country A is selected 3/6 (50%) of the time, country B is selected 2/6 (~33%) of the time, and country C is selected 1/6 (~17%) of the time.&lt;br /&gt;
&lt;br /&gt;
====Success Chance====&lt;br /&gt;
&lt;br /&gt;
Once the location is randomly selected, there is a final random roll to determine whether most cells succeed or fail to spawn, depending on whether or not the player has satellite coverage over the country.&lt;br /&gt;
&lt;br /&gt;
The base success chance is 90%/100%/100%/110% (N/C/B/I)&lt;br /&gt;
&lt;br /&gt;
* If the country has a satellite and XCOM has the Stealth Satellites technology, this amount is reduced by 35%.&lt;br /&gt;
* If the country just has a satellite, this chance is reduced by 20% (only on Normal and Classic).&lt;br /&gt;
&lt;br /&gt;
Cells ignore this roll and are guaranteed to spawn in two circumstances: during the initial spawning of 2 cells in May when EXALT triggers as well as during cell relocation.&lt;br /&gt;
&lt;br /&gt;
====Cell Relocation====&lt;br /&gt;
&lt;br /&gt;
Cells may relocate to a different country in some instances. The relocation uses the same algorithm to select the destination as a regularly spawning cell, except the cell does not have a chance to fail to spawn.&lt;br /&gt;
&lt;br /&gt;
Cell relocation triggers if:&lt;br /&gt;
&lt;br /&gt;
* A cell attempts to perform an attack against XCOM, but no valid attacks are available because the conditions to trigger them are not met.&lt;br /&gt;
* XCOM attempts but fails to complete a Covert Operation against the cell.&lt;br /&gt;
* XCOM successfully completes a covert operation against another cell.&lt;br /&gt;
&lt;br /&gt;
When an EXALT cell relocates, it effectively counts as if a new cell had spawned; this triggers the cooldown between consecutive cell spawns, and resets the cell&#039;s attack cooldown.&lt;br /&gt;
&lt;br /&gt;
===EXALT Attacks===&lt;br /&gt;
&lt;br /&gt;
By default, active EXALT cells have a 50% chance to cause any country within the same continent it is located within to gain an additional +15 panic from any panic-increasing event.&lt;br /&gt;
&lt;br /&gt;
Furthermore, each individual cell, if hidden, will conduct an attack on XCOM after a cooldown period has elapsed. This cooldown period is 7-21 days (7-15 on Brutal/Impossible), which is randomly determined in advance when it spawns, relocates, or after each attack. This cooldown is tracked separately per cell. However, at least 5/5/4/3 days must pass between consecutive EXALT attacks, in the case that there are multiple EXALT cells hidden; an attack will be paused until at least that amount of time has passed if they would otherwise be conducted at that time, triggering immediately as soon as the minimum cooldown period expires.&lt;br /&gt;
&lt;br /&gt;
Exalt cells can randomly choose between three operations, assuming the minimum condition for said mission type is met:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sabotage&#039;&#039;&#039;: Steals §40 x [Number of Months Elapsed] + §[0 to 99] from XCOMs reserves. This operation can push XCOM&#039;s § reserves into the negatives. Condition: &#039;&#039;can only be conducted if XCOM has 0 or more §.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Propaganda&#039;&#039;&#039;: Adds +40 panic in the country that the cell is located. Additionally, if there is at least one more country within the same continent who has not left the project, the operation will add an additional +20 panic to one such country, randomly selected. Condition: &#039;&#039;can only occur if the country the cell is located in has not left the council.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Research Hack&#039;&#039;&#039;: Removes 50% of research progress from the current research project (30% on normal). Condition: &#039;&#039;can only occur if 50% (30% on normal) of progress has been made towards the current research project.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each attack in which the minimum condition is met is equally likely to occur (though the first attack conducted is always a Sabotage). Once an attack triggers, the cell is exposed for 2-5 days (4-7 on normal), during which time its activities are paused and XCOM can deploy a covert operative against it.&lt;br /&gt;
&lt;br /&gt;
If no conditions are met for any attack to occur, the cell is simply relocated to a new country.&lt;br /&gt;
&lt;br /&gt;
==Covert Operatives==&lt;br /&gt;
&lt;br /&gt;
XCOM can prevent EXALT from conducting operations, and eventually defeat EXALT for good, by scanning to expose cells pre-emptively and deploying Covert Operatives to exposed cells.&lt;br /&gt;
&lt;br /&gt;
===Intel Scan===&lt;br /&gt;
&lt;br /&gt;
EXALT cells are automatically exposed when they attack XCOM. But rather than wait for EXALT to attack XCOM and incur losses before XCOM counterattacks, XCOM can expose EXALT by performing &#039;&#039;&#039;Intel scans&#039;&#039;&#039; in the Operations room instead.&lt;br /&gt;
&lt;br /&gt;
The first scan in a month costs §50, and this amount increases by §50 for each scan conducted during that month (only §25 on normal), resetting back to §50 when the month ends. For example, the first scan costs §50, the second §100, the third §150, the fourth §200, and so on; on normal, the cost would be §50, §75, §100, and §125, respectively.&lt;br /&gt;
&lt;br /&gt;
If there are any active EXALT cells present when an Intel scan is triggered, they will be exposed for 2-5 days (4-7 on normal), rolled randomly. All of activities of the affected cells pause while they are exposed, but resume immediately after the elapsed period; a cell that was just about to attack may immediately strike after it hides again!&lt;br /&gt;
&lt;br /&gt;
===Deployment===&lt;br /&gt;
:&#039;&#039;See also: [[Missions (Long War)#EXALT Missions|EXALT Missions]], [[EXALT_Units_(Long_War)|EXALT Units]] and [[Alien Deployment (Long War)#EXALT Pods|EXALT Pods]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A covert operative can be deployed to target any exposed EXALT cell, whether it exposed itself through an attack or was exposed by XCOM through an Intel Scan. Once a Covert Operative is deployed in the field, all EXALT cells cease all operations and activity. No new cells can spawn, no new operations can be conducted, no EXALT cells can hide, EXALT cells won&#039;t magnify panic increases, and all timers and cooldowns go on pause.&lt;br /&gt;
&lt;br /&gt;
Once a covert operative has been deployed to the field for 6 days, a Covert Operation mission is triggered. XCOM must at least attempt the mission and bring its Covert Operative to the extraction point, or they will die. Furthermore, completing the mission objectives allows the recovery of § and [[Alien Artifacts (Long War)#Story related items|Intel]].&lt;br /&gt;
&lt;br /&gt;
The first two exalt missions will always be a [[Missions (Long War)#Covert Data Recovery|Covert Data Recovery]] and a [[Missions (Long War)#Covert Extraction|Covert Extraction]]; the first is picked randomly, while the second is always whichever one wasn&#039;t done first. Thereafter, there is exactly a 50% chance of either mission type spawning.&lt;br /&gt;
&lt;br /&gt;
If completed successfully, a covert operation destroys the cell, awards XCOM § and [[Alien Artifacts (Long War)#Story related items|Intel]], and reduces panic in the country by 20. Furthermore, all remaining EXALT cells worldwide are relocated, resetting their attack cooldown and triggering the EXALT spawn cooldown. Conversely, if a covert operation fails because its covert operative was killed or XCOM failed to complete the mission objectives, the targeted cell merely relocates and any remaining EXALT cells worldwide resume operations immediately, without resetting their cooldowns.&lt;br /&gt;
&lt;br /&gt;
The number and strength enemies in a covert operation depends on the total number of covert operations attempted over the course of the campaign as well as whether or not the operation is a [[Missions (Long War)#Covert Data Recovery|Data Recovery]] or [[Missions (Long War)#Covert Extraction|Extraction]] mission. See those pages for more details.&lt;br /&gt;
&lt;br /&gt;
===EXALT Headquarters===&lt;br /&gt;
:&#039;&#039;See also: [[Missions_(Long_War)#EXALT_Base_Assault|EXALT Base Assault Mission]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To stop EXALT for good, XCOM will need to locate and take out the EXALT HQ. At any point, XCOM can accuse any country of harboring the EXALT HQ; if you guess incorrectly, the country immediately leaves XCOM (conversely, if it has already left, every country within that continent gains +40 panic), and [[Alien Research (Long War)|alien research]] increases by 50. As a result, it is not recommended for XCOM to make wild accusations against countries without more information.&lt;br /&gt;
&lt;br /&gt;
Covert Operatives are crucial to narrow the search down. As XCOM conducts successful covert operations against EXALT, covert operatives will return with Intel on the location of EXALT headquarters. Each piece of Intel conducted removes 1 potential candidate for the location of EXALT HQ, a departure from vanilla which allowed multiple countries to be ruled out by a single Intel piece.&lt;br /&gt;
&lt;br /&gt;
Thus, once 15 successful operations have been conducted and 15 countries are removed, XCOM will be able to know for certain that the final remaining country harbors EXALT, and be able to make the accusation safely. Once the country has been successfully accused, XCOM will be able to [[Missions (Long War)#EXALT HQ Raid|raid EXALT&#039;s HQ]].&lt;br /&gt;
&lt;br /&gt;
Success awards XCOM with large amounts of resources and several pieces of unique loot, and ceases all subsequent EXALT activity. Failure causes the same effects a failed accusation would have, forcing the country to leave the project or causing +40 panic continent-wide.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Cells can attack as soon as 7 days after spawning, and one spawns every 6-10 days. An unlikely but plausible scenario is that a hidden cell spawns immediately after XCOM scans; thus, it&#039;s hypothetically possible for a cell to attack XCOM 7 days following a failed scan. Similarly, following a successful covert operation, it&#039;s possible an EXALT cell spawns almost immediately afterwards and strikes or, if a second cell is already active, it&#039;s possible for it to attack as soon as 7 days afterwards. Therefore, if XCOM wants to avoid all EXALT attacks, it should scan 7 days following a failed scan or successful covert operation.&lt;br /&gt;
&lt;br /&gt;
Two possibilities may also occur after an unsuccessful covert operation: either 1) the cell is alone when it relocates, striking as soon as 7 days later, or 2) there are multiple cells, and any cell other than the targeted cell can strike at any time. As a result, XCOM should scan immediately following a failed covert operation if there are multiple cells active, or seven days later if there is only one.&lt;br /&gt;
&lt;br /&gt;
Put simply:&lt;br /&gt;
&lt;br /&gt;
# Wait until EXALT first attacks you in May.&lt;br /&gt;
# Deploy a covert operative immediately.&lt;br /&gt;
# After 6 days have elapsed, run the covert operation.&lt;br /&gt;
# If you failed the covert operation &#039;&#039;&#039;and&#039;&#039;&#039; there is more than one EXALT cell active, scan immediately and return at step 2. Otherwise, continue.&lt;br /&gt;
# If you have all the intel you need, raid the HQ to stop EXALT for good. Otherwise, continue.&lt;br /&gt;
# After 7 days have elapsed, scan again. If no EXALT cell is detected, scan again after 7 days (which is guaranteed to locate a cell). Repeat from step 2.&lt;br /&gt;
&lt;br /&gt;
Covert operations are among the most difficult of missions, particularly in the mid and lategame. If you fail a covert operation here or there, it&#039;s not the end of the world. So long as your covert operative and soldiers extract alive, you can try again next time; the only thing you lose is some cash rewards and Intel, plus the cost of additional scans. For more information on successfully completing each mission type at the tactical layer, see the [[Missions (Long War)#EXALT Missions|EXALT Missions]] page.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[EXALT Units (Long War)|EXALT Units]]&lt;br /&gt;
* [[Missions (Long War)#EXALT Missions|EXALT Missions]]&lt;br /&gt;
* [[EXALT (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Situation Room (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=120227</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=120227"/>
		<updated>2024-11-17T07:10:34Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Detailed Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
The following abilities can&#039;t be used on a unit that is psionically active:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal. Psi Inspiration itself does not make a unit psionically active, meaning you can buff a psion&#039;s will with Psi Inspiration in order to make it&#039;s other psionic powers more potent, but the reverse isn&#039;t true: once a unit becomes psionically active through the use of the other psionic powers listed below, they can no longer be buffed by Psi Inspiration.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A unit can no longer use or be targeted by Mind Merge after it becomes Psionically Active.&lt;br /&gt;
&lt;br /&gt;
The following abilities trigger the Psionically active state:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect; thus, neither unit can be targeted by Psi Inspiration or (a different) Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Lead By Example&#039;&#039;&#039;: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;. Thus, such units cannot be targeted by Psi Inspiration or Mind Merge. Units with higher will than the Officer are not considered Psionically active.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly, for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster of a psionic ability, the protection of Neural Feedback is extended to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all allied units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with an outstanding Mind Control, Mind Merge, or Psi Panic effect, the recipient of a Mind Merge effect, and those whose Will is being buffed by a nearby officer who is Psi Inspired or Mind Merged.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline, move-limited troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Engineers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=120226</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=120226"/>
		<updated>2024-11-17T07:08:48Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Detailed Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
The following abilities can&#039;t be used on a unit that is psionically active:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal. Psi Inspiration itself does not make a unit psionically active, meaning you can buff a psion&#039;s will with Psi Inspiration in order to make it&#039;s other psionic powers more potent, but the reverse isn&#039;t true: once a unit becomes psionically active through the use of the other psionic powers listed below, they can no longer be buffed by Psi Inspiration.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A unit can no longer use or be targeted by Mind Merge after it becomes Psionically Active.&lt;br /&gt;
&lt;br /&gt;
The following abilities trigger the Psionically active state:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect; thus, neither unit can be targeted by Psi Inspiration or (a different) Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Lead By Example&#039;&#039;&#039;: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;. Thus, such units cannot be targeted by Psi Inspiration or Mind Merge. Units with higher will than the Officer are not considered Psionically active.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly, for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster of a psionic ability, the protection of Neural Feedback is extended to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all allied units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline, move-limited troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Engineers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=120225</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=120225"/>
		<updated>2024-11-17T07:06:19Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Psionically Active */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
The following abilities can&#039;t be used on a unit that is psionically active:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal. Psi Inspiration itself does not make a unit psionically active, meaning you can buff a psion&#039;s will with Psi Inspiration in order to make it&#039;s other psionic powers more potent, but the reverse isn&#039;t true: once a unit becomes psionically active through the use of the other psionic powers listed below, they can no longer be buffed by Psi Inspiration.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A unit can no longer use or be targeted by Mind Merge after it becomes Psionically Active.&lt;br /&gt;
&lt;br /&gt;
The following abilities trigger the Psionically active state:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect; thus, neither unit can be targeted by Psi Inspiration or (a different) Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Lead By Example&#039;&#039;&#039;: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;. Thus, such units cannot be targeted by Psi Inspiration or Mind Merge. Units with higher will than the Officer are not considered Psionically active.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly, for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster of a psionic ability, the protection of Neural Feedback is extended to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline, move-limited troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Engineers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Regen_Biofield_(Long_War)&amp;diff=120224</id>
		<title>Template:Regen Biofield (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Regen_Biofield_(Long_War)&amp;diff=120224"/>
		<updated>2024-11-17T07:02:57Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Regen Biofield.png|32px|{{{align|center}}}|Regen Biofield]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Regen Biofield|Regen Biofield]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Nearby allies are healed for 1 health each turn and acid effects on them are removed. This does not restore the HP provided by body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability) &#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Neural_Feedback_(Long_War)&amp;diff=120223</id>
		<title>Template:Neural Feedback (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Neural_Feedback_(Long_War)&amp;diff=120223"/>
		<updated>2024-11-17T07:01:12Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: Clarity edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Neural Feedback.png|32px|{{{align|center}}}|Neural Feedback]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Neural Feedback|Neural Feedback]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacks&#039; chance of success. Applies to attacks on the psion, as well as nearby allies if the psion passes a will check. Imposes +24 hours fatigue after missions.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&amp;diff=120222</id>
		<title>Gene Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&amp;diff=120222"/>
		<updated>2024-11-17T06:58:20Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Mutare Ad Custodiam blue.png|left|180px|]]&lt;br /&gt;
{{Toc (Long War)|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gene mods&#039;&#039;&#039; work similarly to how they work in vanilla, though the set of available mods is different. Please note the following: &lt;br /&gt;
* &#039;&#039;Secondary Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission; it is a vanilla mechanic. &lt;br /&gt;
* &#039;&#039;Neural Damping&#039;&#039; is unavailable to Psi-trained troops.&lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two Gene Mod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose all gene mods when becoming a [[MEC_Trooper_(Long_War)|MEC]]. [[MEC_Trooper_(Long_War)|MEC]] troopers cannot get gene mods.&lt;br /&gt;
* &#039;&#039;Mimetic Skin&#039;&#039; (from EW) has been replaced by &#039;&#039;Iron Skin&#039;&#039;. Although, it is still available (even if slightly nerfed!) as a [[Scout (Long War)|Scout]] perk (Concealment).&lt;br /&gt;
* &#039;&#039;Adrenal Neurosympathy&#039;&#039; grants +10 aim, +5 crit, +2 mob, and removes panic from all soldiers within Line of Sight when triggered. The buff lasts for 2 turns.&lt;br /&gt;
* Firing a rocket always counts as a miss, activating the &#039;&#039;Hyper Reactive Pupils&#039;&#039; bonus. However the bonus aim does not reduce rocket scatter.&lt;br /&gt;
* China&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Deus Ex&#039;&#039; halves the cost and time to add Gene Mods to a soldier, while Egypt&#039;s &#039;&#039;Gift of Osiris&#039;&#039; halves the additional [[Soldiers_(Long_War)#Fatigue|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Gene mods==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot;  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
!! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
!! width=&amp;quot;8%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
!! width=&amp;quot;75%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
!! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[Soldiers_(Long_War)#Fatigue|Fatigue]] (hours)&lt;br /&gt;
!! width=&amp;quot;5%&amp;quot;  colspan=&amp;quot;3&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! {{Credits Icon}} !! {{Meld Icon}} !! {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow (EU2012).png|60px|left]] {{ Adaptive Bone Marrow (Long War) |align=right }}&lt;br /&gt;
|| Legs &lt;br /&gt;
|| Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with &#039;&#039;Advanced Surgery&#039;&#039;), and unit regenerates 2 hp every turn up to the HP max without armor.&lt;br /&gt;
|| +6 &lt;br /&gt;
|| §30 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] {{ Adrenal Neurosympathy (Long War) |align=right }}&lt;br /&gt;
|| Chest &lt;br /&gt;
|| Muton Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot be used more than once every 5 turns.&lt;br /&gt;
|| +9 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 16 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Bioelectric_Skin_(EU2012).png|60px|left]] {{ Bioelectric Skin (Long War) |align=right }}&lt;br /&gt;
|| Skin &lt;br /&gt;
|| Seeker Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. &lt;br /&gt;
|| +6 &lt;br /&gt;
|| §25 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|60px|left]] {{ Depth Perception (Long War) |align=right }}&lt;br /&gt;
|| Eyes &lt;br /&gt;
|| Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Height Advantage confers an additional +5 Aim and +5 critical chance.&lt;br /&gt;
|| +3 &lt;br /&gt;
|| §10 &lt;br /&gt;
|| 6  &lt;br /&gt;
|| 3  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|60px|left]] {{ Hyper-Reactive Pupils (Long War) |align=right }}&lt;br /&gt;
|| Eyes &lt;br /&gt;
|| Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers +10 Aim on any shot after a miss. &lt;br /&gt;
|| +3 &lt;br /&gt;
|| §10&lt;br /&gt;
|| 6  &lt;br /&gt;
|| 3  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Mimetic_Skin_(EU2012).png|60px|left]] {{ Iron Skin (Long War) |align=right }}&lt;br /&gt;
|| Skin &lt;br /&gt;
|| Cyberdisc Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]].&lt;br /&gt;
|| +12 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 24 &lt;br /&gt;
|| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] {{ Muscle Fiber Density (Long War) |align=right }}&lt;br /&gt;
|| Legs &lt;br /&gt;
|| Thin Man Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
|| +9 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 24 &lt;br /&gt;
|| 7  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|60px|left]] {{ Neural Damping (Long War) |align=right }}&lt;br /&gt;
|| Brain &lt;br /&gt;
|| Berserker Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers +20 will when defending against Psi attacks and immunity to panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. &lt;br /&gt;
|| +6 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural Feedback (EU2012).png|60px|left]] {{ Smart Macrophages (Long War) |align=right }}&lt;br /&gt;
|| Brain &lt;br /&gt;
|| Sectoid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Medikits and Restorative Mist heal 2 HP more when used on the soldier.&amp;lt;br&amp;gt;Confers complete immunity to poison and acid.&lt;br /&gt;
|| +3 &lt;br /&gt;
|| §15 &lt;br /&gt;
|| 12 &lt;br /&gt;
|| 4  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Secondary_Heart_(EU2012).png|60px|left]] {{ Secondary Heart (Long War) |align=right }}&lt;br /&gt;
|| Chest &lt;br /&gt;
|| Muton Elite Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds.&lt;br /&gt;
|| +6 &lt;br /&gt;
|| §30 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld. But bear in mind there are several logistical matters to be aware of:&lt;br /&gt;
* The mechanics for how much Meld you are likely to get per mission at a given point in a campaign. In short: the better you&#039;re doing, the less you&#039;ll get. &lt;br /&gt;
* Due to fatigue, each individual soldier spends less time out in the field than in vanilla. In addition, gene mods increase fatigue further.&lt;br /&gt;
* Other projects with priority that use Meld, such as MEC suits which can be freely swapped between MEC soldiers between missions.&lt;br /&gt;
&lt;br /&gt;
Basically, you may be playing your soldiers (most of them and/or most of the time) in Vanilla EU style of going without mods: gene mods will then be for when you can afford to splurge on them. So, what you may want to do instead is have a dedicated &#039;Mod Squad&#039; of soldiers who&#039;ll be the focus for genetic enhancement, and specialize and deploy them individually with your Strike team depending on which type of mission you&#039;re about to head out on. For example: send a front-line soldier or two with Macrophages and Muscle Fiber on Thin men-infested Council Missions, or Damped soldiers if facing an Ethereal on a UFO-- but Bioelectric soldiers can stay home if the Hyperwave Uplink says there are no Seekers.&lt;br /&gt;
&lt;br /&gt;
Also, have a bit of consideration for who may be in your final squad for the Temple Ship: choose them early and mod as you go, or pick them later and just save enough Meld to dump mods into them towards the end. &lt;br /&gt;
&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; vs &#039;&#039;&#039;Smart Macrophages&#039;&#039;&#039;&lt;br /&gt;
As mentioned, Damping cannot be placed on soldiers that are already Psionic. You may want to put this on soldiers that have good skills and a high Aim score but, by (lack of) leveling or surviving Critical Wounds, do not have very high will. Then at worst, their low Will score may make them &#039;bait&#039; for Sectoids and Ethereals, and they&#039;ll be stunned for a turn, but it is one of the most Meld-expensive mods. &lt;br /&gt;
&lt;br /&gt;
For everyone else: there&#039;s Macrophages. Macrophages are moderately expensive, but have a fairly short tank and fatigue time, making them easy to apply to a large number of soldiers. The +2 health restored from incoming healing can be a nice boost to your sustain on bio tanks during long missions. The most important effect, however, is the acid immunity; acid comes with a hefty aim penalty (screwing over your DPS) and DR penalty (messing up your biotanks, which rely heavily on DR stacking to be viable), so rendering key squad members outright immune is valuable.&lt;br /&gt;
&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; vs &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&lt;br /&gt;
Nearly identical to in EW, the recommendations are the same: Hyper-reactive is great for regular Overwatchers and any soldier with one of the &amp;quot;shoot twice&amp;quot; abilities, Depth Perception for the likes of Snipers or LMG Gunners flying around in Archangel Armor. Both are cheap in funds and Meld, and add only a small bit to fatigue.&lt;br /&gt;
&lt;br /&gt;
* Chest: &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; vs &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;&lt;br /&gt;
Also a similar decision to EW, except for the fact that Secondary Heart is now the most expensive mod. Secondary Heart is best used for protecting your Psionic soldiers and Officers, and their Will score. You&#039;ll still be cycling out soldiers, Psionics even more so, but there&#039;s much less chance for an individual one to get killed/Critically Wounded. &lt;br /&gt;
Secondary heart also synergizes well with revive medics, allowing troops to be knocked out and then revived without incurring the will penalty. Adrenal Neurosympathy gives all-around boosts, but also comes with a longer recovery time; bio trooper damage dealers like Snipers make for great candidates, and even though multiple applications don&#039;t stack, it&#039;s still a good idea to have it on multiple different units in your squad just in case it goes on cooldown at the wrong time.&lt;br /&gt;
&lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; vs &#039;&#039;&#039;Iron Skin&#039;&#039;&#039;&lt;br /&gt;
As the Battle Scanner is now a free item that, however, takes up an inventory space, this choice comes down to how you want to deal with [[Alien_Life_Forms_(Long_War)#Seeker|Seekers]] in Long War: Battle Scanners or Bioelectric Skin (or neither, and the use of AoE attacks instead). Knowing if an alien is behind that door with Bioelectric Skin can be useful, but it has somewhat limited range, while a Battle Scanner is a thrown object with very significant toss &#039;&#039;and&#039;&#039; scan range, but can&#039;t see through obstacles and opens the alien &#039;Holodoors&#039; if thrown through one. Otherwise, the only high argument against &amp;quot;Iron Skin for everyone!&amp;quot; is the cost and +12 hours to fatigue; prioritize it on bio tanks early, if you field them.&lt;br /&gt;
&lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039; vs &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&lt;br /&gt;
Both are attractive options, both give a fair penalty to Fatigue time, Marrow&#039;s a little cheaper than Muscle Fiber. Otherwise, also nearly the same as vanilla EW. The biggest change LW brings is that the consideration that more aliens means more hits, and perhaps not enough Medikit uses, so Marrow can take up the slack. Muscle Fiber can also be quite useful on covert operatives.&lt;br /&gt;
&lt;br /&gt;
==EXALT Gene Mods==&lt;br /&gt;
EXALT will also deploy the following Gene Mods on their Elite soldiers, some of them being unique.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;  &lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Operative:&amp;lt;br&amp;gt;{{Adrenaline Surge (Long War)|text=1|align=left}}&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Sniper:&amp;lt;br&amp;gt;{{Depth Perception (Long War)|text=1|align=left}}&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Heavy:&amp;lt;br&amp;gt;{{Iron Skin (Long War)|text=1|align=left}}&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Medic:&amp;lt;br&amp;gt;{{Regen Pheromones (Long War)|text=1|align=left}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=119982</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=119982"/>
		<updated>2024-09-22T16:28:14Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Opposed Will Check */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
The following abilities can&#039;t be used on a unit that is psionically active:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal. Psi Inspiration itself does not make a unit psionically active, meaning you can buff a psion&#039;s will with Psi Inspiration in order to make it&#039;s other psionic powers more potent, but the reverse isn&#039;t true: once a unit becomes psionically active through the use of the other psionic powers listed below, they can no longer be buffed by Psi Inspiration.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A unit can no longer use or be targeted by Mind Merge after it becomes Psionically Active.&lt;br /&gt;
&lt;br /&gt;
The following abilities trigger the Psionically active state:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect; thus, neither unit can be targeted by Psi Inspiration or (a different) Mind Merge.&lt;br /&gt;
* Officers: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;. Units with higher will than the Officer are not affected. Thus, such units cannot be targeted by Psi Inspiration or Mind Merge.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly, for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster of a psionic ability, the protection of Neural Feedback is extended to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline, move-limited troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Engineers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=119981</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=119981"/>
		<updated>2024-09-22T16:27:02Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Psionically Active */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
The following abilities can&#039;t be used on a unit that is psionically active:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal. Psi Inspiration itself does not make a unit psionically active, meaning you can buff a psion&#039;s will with Psi Inspiration in order to make it&#039;s other psionic powers more potent, but the reverse isn&#039;t true: once a unit becomes psionically active through the use of the other psionic powers listed below, they can no longer be buffed by Psi Inspiration.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A unit can no longer use or be targeted by Mind Merge after it becomes Psionically Active.&lt;br /&gt;
&lt;br /&gt;
The following abilities trigger the Psionically active state:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be targeted for Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect; thus, neither unit can be targeted by Psi Inspiration or (a different) Mind Merge.&lt;br /&gt;
* Officers: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;. Units with higher will than the Officer are not affected. Thus, such units cannot be targeted by Psi Inspiration or Mind Merge.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster, the protection of Neural Feedback applies to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline, move-limited troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Engineers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&amp;diff=119980</id>
		<title>Gene Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&amp;diff=119980"/>
		<updated>2024-09-22T16:13:25Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Mutare Ad Custodiam blue.png|left|180px|]]&lt;br /&gt;
{{Toc (Long War)|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gene mods&#039;&#039;&#039; work similarly to how they work in vanilla, though the set of available mods is different. Please note the following: &lt;br /&gt;
* &#039;&#039;Secondary Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission; it is a vanilla mechanic. &lt;br /&gt;
* &#039;&#039;Neural Damping&#039;&#039; is unavailable to Psi-trained troops.&lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two Gene Mod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose all gene mods when becoming a [[MEC_Trooper_(Long_War)|MEC]]. [[MEC_Trooper_(Long_War)|MEC]] troopers cannot get gene mods.&lt;br /&gt;
* &#039;&#039;Mimetic Skin&#039;&#039; (from EW) has been replaced by &#039;&#039;Iron Skin&#039;&#039;. Although, it is still available (even if slightly nerfed!) as a [[Scout (Long War)|Scout]] perk (Concealment).&lt;br /&gt;
* &#039;&#039;Adrenal Neurosympathy&#039;&#039; grants +10 aim, +5 crit, +2 mob, and removes panic from all soldiers within Line of Sight when triggered. The buff lasts for 2 turns.&lt;br /&gt;
* Firing a rocket always counts as a miss, activating the &#039;&#039;Hyper Reactive Pupils&#039;&#039; bonus. However the bonus aim does not reduce rocket scatter.&lt;br /&gt;
* China&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Deus Ex&#039;&#039; halves the cost and time to add Gene Mods to a soldier, while Egypt&#039;s &#039;&#039;Gift of Osiris&#039;&#039; halves the additional [[Soldiers_(Long_War)#Fatigue|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Gene mods==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot;  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
!! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
!! width=&amp;quot;8%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
!! width=&amp;quot;75%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
!! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[Soldiers_(Long_War)#Fatigue|Fatigue]] (hours)&lt;br /&gt;
!! width=&amp;quot;5%&amp;quot;  colspan=&amp;quot;3&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! {{Credits Icon}} !! {{Meld Icon}} !! {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow (EU2012).png|60px|left]] {{ Adaptive Bone Marrow (Long War) |align=right }}&lt;br /&gt;
|| Legs &lt;br /&gt;
|| Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with &#039;&#039;Advanced Surgery&#039;&#039;), and unit regenerates 2 hp every turn up to the HP max without armor.&lt;br /&gt;
|| +6 &lt;br /&gt;
|| §30 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] {{ Adrenal Neurosympathy (Long War) |align=right }}&lt;br /&gt;
|| Chest &lt;br /&gt;
|| Muton Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot be used more than once every 5 turns.&lt;br /&gt;
|| +9 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 16 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Bioelectric_Skin_(EU2012).png|60px|left]] {{ Bioelectric Skin (Long War) |align=right }}&lt;br /&gt;
|| Skin &lt;br /&gt;
|| Seeker Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. &lt;br /&gt;
|| +6 &lt;br /&gt;
|| §25 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|60px|left]] {{ Depth Perception (Long War) |align=right }}&lt;br /&gt;
|| Eyes &lt;br /&gt;
|| Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Height Advantage confers an additional +5 Aim and +5 critical chance.&lt;br /&gt;
|| +3 &lt;br /&gt;
|| §10 &lt;br /&gt;
|| 6  &lt;br /&gt;
|| 3  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|60px|left]] {{ Hyper-Reactive Pupils (Long War) |align=right }}&lt;br /&gt;
|| Eyes &lt;br /&gt;
|| Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers +10 Aim on any shot after a miss. &lt;br /&gt;
|| +3 &lt;br /&gt;
|| §10&lt;br /&gt;
|| 6  &lt;br /&gt;
|| 3  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Mimetic_Skin_(EU2012).png|60px|left]] {{ Iron Skin (Long War) |align=right }}&lt;br /&gt;
|| Skin &lt;br /&gt;
|| Cyberdisc Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]].&lt;br /&gt;
|| +12 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 24 &lt;br /&gt;
|| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] {{ Muscle Fiber Density (Long War) |align=right }}&lt;br /&gt;
|| Legs &lt;br /&gt;
|| Thin Man Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
|| +9 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 24 &lt;br /&gt;
|| 7  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|60px|left]] {{ Neural Damping (Long War) |align=right }}&lt;br /&gt;
|| Brain &lt;br /&gt;
|| Berserker Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Confers +20 will when defending against Psi attacks and immunity to panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. &lt;br /&gt;
|| +6 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural Feedback (EU2012).png|60px|left]] {{ Smart Macrophages (Long War) |align=right }}&lt;br /&gt;
|| Brain &lt;br /&gt;
|| Sectoid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Medikits and Restorative Mist heal 2 HP more when used on the soldier.&amp;lt;br&amp;gt;Confers complete immunity to poison and acid.&lt;br /&gt;
|| +3 &lt;br /&gt;
|| §15 &lt;br /&gt;
|| 12 &lt;br /&gt;
|| 4  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Secondary_Heart_(EU2012).png|60px|left]] {{ Secondary Heart (Long War) |align=right }}&lt;br /&gt;
|| Chest &lt;br /&gt;
|| Muton Elite Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding-left:15px;&amp;quot; | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds.&lt;br /&gt;
|| +6 &lt;br /&gt;
|| §30 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld. But bear in mind there are several logistical matters to be aware of:&lt;br /&gt;
* The mechanics for how much Meld you are likely to get per mission at a given point in a campaign. In short: the better you&#039;re doing, the less you&#039;ll get. &lt;br /&gt;
* Due to fatigue, each individual soldier spends less time out in the field than in vanilla. In addition, gene mods increase fatigue further.&lt;br /&gt;
* Other projects with priority that use Meld, such as MEC suits which can be freely swapped between MEC soldiers between missions.&lt;br /&gt;
&lt;br /&gt;
Basically, you may be playing your soldiers (most of them and/or most of the time) in Vanilla EU style of going without mods: gene mods will then be for when you can afford to splurge on them. So, what you may want to do instead is have a dedicated &#039;Mod Squad&#039; of soldiers who&#039;ll be the focus for genetic enhancement, and specialize and deploy them individually with your Strike team depending on which type of mission you&#039;re about to head out on. For example: send a front-line soldier or two with Macrophages and Muscle Fiber on Thin men-infested Council Missions, or Damped soldiers if facing an Ethereal on a UFO-- but Bioelectric soldiers can stay home if the Hyperwave Uplink says there are no Seekers.&lt;br /&gt;
&lt;br /&gt;
Also, have a bit of consideration for who may be in your final squad for the Temple Ship: choose them early and mod as you go, or pick them later and just save enough Meld to dump mods into them towards the end. &lt;br /&gt;
&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; vs &#039;&#039;&#039;Smart Macrophages&#039;&#039;&#039;&lt;br /&gt;
As mentioned, Damping cannot be placed on soldiers that are already Psionic. You may want to put this on soldiers that have good skills and a high Aim score but, by (lack of) leveling or surviving Critical Wounds, do not have very high will. Then at worst, their low Will score may make them &#039;bait&#039; for Sectoids and Ethereals, and they&#039;ll be stunned for a turn, but it is one of the most Meld-expensive mods. &lt;br /&gt;
&lt;br /&gt;
For everyone else: there&#039;s Macrophages. Macrophages are moderately expensive, but have a fairly short tank and fatigue time, making them easy to apply to a large number of soldiers. The +2 health restored from incoming healing can be a nice boost to your sustain on bio tanks during long missions.&lt;br /&gt;
&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; vs &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&lt;br /&gt;
Nearly identical to in EW, the recommendations are the same: Hyper-reactive is great for regular Overwatchers and any soldier with one of the &amp;quot;shoot twice&amp;quot; abilities, Depth Perception for the likes of Snipers or LMG Gunners flying around in Archangel Armor. Both are cheap in funds and Meld, and add only a small bit to fatigue.&lt;br /&gt;
&lt;br /&gt;
* Chest: &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; vs &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;&lt;br /&gt;
Also a similar decision to EW, except for the fact that Secondary Heart is now the most expensive mod. Secondary Heart is best used for protecting your Psionic soldiers and Officers, and their Will score. You&#039;ll still be cycling out soldiers, Psionics even more so, but there&#039;s much less chance for an individual one to get killed/Critically Wounded. &lt;br /&gt;
Secondary heart also synergizes well with revive medics, allowing troops to be knocked out and then revived without incurring the will penalty. Adrenal Neurosympathy gives all-around boosts, but also comes with a longer recovery time; bio trooper damage dealers like Snipers make for great candidates, and even though multiple applications don&#039;t stack, it&#039;s still a good idea to have it on multiple different units in your squad just in case it goes on cooldown at the wrong time.&lt;br /&gt;
&lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; vs &#039;&#039;&#039;Iron Skin&#039;&#039;&#039;&lt;br /&gt;
As the Battle Scanner is now a free item that, however, takes up an inventory space, this choice comes down to how you want to deal with [[Alien_Life_Forms_(Long_War)#Seeker|Seekers]] in Long War: Battle Scanners or Bioelectric Skin (or neither, and the use of AoE attacks instead). Knowing if an alien is behind that door with Bioelectric Skin can be useful, but it has somewhat limited range, while a Battle Scanner is a thrown object with very significant toss &#039;&#039;and&#039;&#039; scan range, but can&#039;t see through obstacles and opens the alien &#039;Holodoors&#039; if thrown through one. Otherwise, the only high argument against &amp;quot;Iron Skin for everyone!&amp;quot; is the cost and +12 hours to fatigue; prioritize it on bio tanks early, if you field them.&lt;br /&gt;
&lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039; vs &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&lt;br /&gt;
Both are attractive options, both give a fair penalty to Fatigue time, Marrow&#039;s a little cheaper than Muscle Fiber. Otherwise, also nearly the same as vanilla EW. The biggest change LW brings is that the consideration that more aliens means more hits, and perhaps not enough Medikit uses, so Marrow can take up the slack. Muscle Fiber can also be quite useful on covert operatives.&lt;br /&gt;
&lt;br /&gt;
==EXALT Gene Mods==&lt;br /&gt;
EXALT will also deploy the following Gene Mods on their Elite soldiers, some of them being unique.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;  &lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Operative:&amp;lt;br&amp;gt;{{Adrenaline Surge (Long War)|text=1|align=left}}&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Sniper:&amp;lt;br&amp;gt;{{Depth Perception (Long War)|text=1|align=left}}&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Heavy:&amp;lt;br&amp;gt;{{Iron Skin (Long War)|text=1|align=left}}&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|Elite Medic:&amp;lt;br&amp;gt;{{Regen Pheromones (Long War)|text=1|align=left}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119979</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119979"/>
		<updated>2024-09-22T16:06:32Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
==Officer ranks==&lt;br /&gt;
* All officers are granted Lead by Example and Command for free. Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
* Officers recover slower from post-battle [[Soldiers_(Long_War)#Fatigue|fatigue]]. The additional time is 12 hours per officer rank (reduced to 6 hours with &#039;&#039;Gift of Osiris&#039;&#039; - Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 76%; padding: 5px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:15px;&amp;quot; | &#039;&#039;&#039;(All Officers get &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; of these abilities)&#039;&#039;&#039; ||&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
===Lead by Example===&lt;br /&gt;
&lt;br /&gt;
{{Lead By Example (Long War)|align=left}}Rewards stacking high amounts of will on your officer, since they can help non-psionic builds against psionic attackers. While panicking from mundane sources like wounds and other soldiers panicking is not generally a big deal beyond the very early game, enemy psions remain a deadly threat; a high will officer can go a long way towards babysitting soldiers with low will while also encouraging enemy Sectoid Commanders to pick less dangerous Psi skills like Mindfray or Psi Panic, rather than the extremely deadly Mind Control. This is especially useful on MECs; biological troops can always train in Psionics for extra will (and the rest of the utility it offers), but MECs will pretty much always have will scores noticeably lower than your officer, as they don&#039;t get as much as bio troopers do from rank increases. Keep in mind that since the range is only 8 tiles, your officer should generally be a class that is normally positioned in the center of your formation.  &lt;br /&gt;
&lt;br /&gt;
To maximize its benefit, [[Medic (Long War)|Medics]], [[Assault (Long War)|Assaults]], and [[Infantry (Long War)|Infantry]] have a good combination of base will gain per level plus bonus will from perks:&lt;br /&gt;
&lt;br /&gt;
* [[Assault_(Long_War)|Assaults]]: Assaults have 25 base will progression by MSgt, which is average. A [[Assault_(Long_War)#Tank_Psi_Assault|Biotank assault build]] with Steadfast (+5), Will to Survive (+3), Close Encounters (+3), and Extra Conditioning (+4) will have 15 bonus will from perks, the most of any class.&lt;br /&gt;
&lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Infantry have 25 base will progression by MSgt, which is average. A [[Infantry_(Long_War)#Tank_Infantry|taunt-tank suppression build]] with Steadfast (+5), Will to Survive (+3), and Extra Conditioning (+4) grants +12 total bonus will.&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Long War)|Medics]]: Medics have +28 will progression by MSgt, the only class with that much base will gain. They don&#039;t have good choices for will-boosting perks, as taking all four of Steadfast (+5), Revive (+2), Ready for Anything (+3), and Extra Conditioning (+4) doesn&#039;t really make for a coherent build, but if you do it&#039;s worth a grand total of +14 will.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
{{Command (Long War)|align=left}}Probably the single most significant ability in the Officers arsenal, allowing the officer to donate their action to another soldier. The ability can only be used on a unit that has expended all its actions, and the unit cannot have utilized &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for a bonus free action (other abilities that improve action economy but still cost an action point, such as Double Tap, Light em Up, Lock n&#039;Load, and Smoke Grenade, are fine). Some potential uses:&lt;br /&gt;
&lt;br /&gt;
* Double Capture: The officer can give an Engineer who has just failed a capture attempt a second shot at capturing. This is by far one of the most common use cases for command, since Capture attempts are roughly a coin flip in the best of cases.&lt;br /&gt;
* Meld/Bomb/Relay Dash: If a Meld can, Bomb node, or EXALT hack relay is more than a blue move away and you need to hit it right this turn or bad things will happen, you can dash a unit in range and an officer can use Command on that unit to allow them to interact with it.&lt;br /&gt;
* Impromptu Lock n&#039;Load: If another unit has to spend their action to reload their weapon, the officer can use Command to ensure that unit can still take an important action this round, such as Suppression on a Gunner, or Disabling Shot on a Sniper.&lt;br /&gt;
* Double Rocket: The officer can allow a Rocketeer (mostly snapshot rocketeers, due to the significant penalties otherwise) to fire a second rocket this round. Alternately, a rocketeer can fire their rocket and then be given an extra action in order to steady another rocket for next turn.&lt;br /&gt;
* Shoot and Scoot: The officer can allow units who have expended their actions but find themselves in a risky position (e.g. after an accidental pod activation) to break LoS or Hunker in order to avoid retaliatory fire.&lt;br /&gt;
* Triple Tap: The officer can allow a high damage output unit who has shot twice with Double Tap or Light em Up a third potential shot in the round. Similarly, a unit with Rapid Fire can potentially use it twice in a single turn for four total shots, trading ammo economy for raw alpha strike.&lt;br /&gt;
* In the Zone: The officer can allow a unit with In the Zone to continue their kill chain if it ends early, e.g. as a result of running out of ammo or missing a kill.&lt;br /&gt;
* Turn Mulligan: If the officer can&#039;t actually make use of their action this turn for anything useful, the officer can donate it to someone else. As a simple example: move-limited units like LMG Gunners, SR Snipers, and non-Snapshot Rocketeers who find themselves out of position without any good shots this turn could move with their first action and give up the rest of their turn using Command.&lt;br /&gt;
&lt;br /&gt;
Note that when using Command on a unit that has its actions restricted or enabled as a result of a perk, such as Run &amp;amp; Gun and Double Tap, those restrictions (or benefits) remain in effect when Command is used. A unit that has activated either Run &amp;amp; Gun or Double Tap cannot move. And a unit that has triggered Double Tap can fire a third time, even if its actions would otherwise be limited (such as using an LMG or Sniper Rifle without snapshot).&lt;br /&gt;
&lt;br /&gt;
===Class and Build===&lt;br /&gt;
&lt;br /&gt;
Which class to make as your officer is a difficult choice with no clear-cut answers; there are always trade-offs depending on your priorities. Generally, an ideal Officer build will fulfill the following requirements:&lt;br /&gt;
&lt;br /&gt;
# It&#039;s a class that can stack high will for use with &#039;&#039;&#039;Lead by Example&#039;&#039;&#039;&lt;br /&gt;
# A reliable and valuable build or class that you want to take into every mission&lt;br /&gt;
# It&#039;s actions aren&#039;t too valuable (e.g. support units), or the value of its actions are inconsistent (e.g. move-limited units), such that it can afford to donate its action to another unit when an opportunity arises, via &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
# It&#039;s not the kind of class that wants Command to be used on them (e.g. high damage output classes, especially ones with Double Tap, In the Zone, or Rapid Fire)&lt;br /&gt;
# It&#039;s not the kind of class that really wants to invest in Psionics, either a little for a Neural Gunlink or a lot for Psionic active abilities.&lt;br /&gt;
&lt;br /&gt;
No specific class or build clearly stands out as the obvious answer that fills all criteria, and some criteria are practically contradictory (e.g. compare 2 and 3, or 1 and 5).&lt;br /&gt;
&lt;br /&gt;
* [[Assault (Long War)|Assault]]: On the one hand, there are many situations where running forward into shotgun range will activate a pod, so assaults sometimes have to sit back and do nothing; giving up your action to someone else via Command can kinda make sense. And assaults &#039;&#039;&#039;generally&#039;&#039;&#039; don&#039;t like having Command used on them due to its bad interactions with Run &amp;amp; Gun, Close Encounters and Hit and Run, plus tank assaults happen to have incredibly high will. So weirdly enough it seems like assaults might make for a good officer build. But assault action economy is actually so incredibly situational that Command really isn&#039;t enough: sometimes your best choice with an Assault is literally to sit there and do nothing for five straight turns while the rest of your squad picks off targets at range. So assaults really like to have access to offensive psionic abilities that they can be using every turn, instead of Command which has limited charges and a long cooldown. &lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Taunt-tank infantry tend to have high will, though they aren&#039;t considered a particularly valuable build. And generally a taunt-tank infantry want to be Suppressing most of the time rather than giving up their action to someone else (not to mention it just being a bad idea in general to stick Command on any infantry build that has Suppression, given how useful it is). And Crit Infantry have an absolutely cracked quintuple shot enabled by Command (Light Em Up &amp;gt; Rapid Fire &amp;gt; Rapid Fire) which is one of the main use cases for Command outside Engineers.&lt;br /&gt;
* [[Gunner (Long War)|Gunner]]: Gunners tend to have slightly above average will given the right perks, but not so much better that they can be considered a High will class like Assault, Infantry and Medic. They also tend to really like Command being used on them, whether for Double Tap, Rapid Fire, or just ensuring you have Suppression always available.&lt;br /&gt;
* [[Rocketeer (Long War)|Rocketeer]]: Rocketeers generally want to either fire their rocket or keep it steady to get ready to fire in a future round in case some powerful pod strolls into the fight while you&#039;re busy with another. But if you&#039;re the kind of person who fires a rocket as a fight starter instead of keeping one in reserve and have no plans on using Snapshot double rockets, then its a respectable choice, because Rocketeers happen to fulfill the seemingly mutually-exclusive niche between &amp;quot;you want them every mission&amp;quot; but &amp;quot;they don&#039;t necessarily have anything useful to do with their action&amp;quot;. But much like Assaults, their action economy can be so open that Psionics becomes valuable enough.&lt;br /&gt;
* [[Scout (Long War)|Scout]]: They don&#039;t have much in the way of Will, but other than that, Hit and Run scouts aren&#039;t an awful choice for officers, especially since Hit and Run builds can&#039;t benefit from Command. This is especially true if you prefer support perks like Battle Scanners or Holo-Targeting over more aggressive options like Aggression and Bring em On, since such a build doesn&#039;t mind giving their turn up to other classes. In the Zone Shotgun scouts are easily one of the better uses for Command however, either to let them keep a kill chain going or bail them out if their chain ends early.&lt;br /&gt;
* [[Sniper (Long War)|Sniper]]: Snipers tend to have much lower will than other options and sit too far back from anyone else anyways. They get a lot from having Command used on them, specifically the In the Zone and Double Tap crit builds.&lt;br /&gt;
* [[Engineer (Long War)|Engineer]]: Engineers make awful Officers, since capture attempts are your #1 use case for spare Command charges for large portions of the game and Engineers with Repair are your main source of captures.&lt;br /&gt;
* [[Medic (Long War)|Medic]]: Most medic builds tend to have actions that aren&#039;t quite valuable enough that you&#039;d have to reason to pass it on to someone else via Command (aside from Suppression), but not so useless that you need to give them a whole new action set with Psionics. But medics are generally the weakest Long War class unless until later when you start actively damage tanking and need a dedicated healer. But again, Command on a class that likes using Suppression just isn&#039;t a smart idea.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
&lt;br /&gt;
{{Stay Frosty (Long War)|align=left}}Generally the better overall pick on most officers, getting your entire squad back in the fight quicker and mitigating Fatigue spirals. Base fatigue is 3-5 days, plus a couple extra days for psionics and officers; knocking 24 hours off that timer is about a 15% to 33% reduction in fatigue time, which is important when you&#039;re fielding a mission every couple of days.&lt;br /&gt;
&lt;br /&gt;
{{Legio Patria Nostra (Long War)|align=left}}An interesting idea on your highest-ranked officer, giving your entire team up to +12 will on the toughest missions like Alien Base Assaults, EXALT HQ Assaults, and the Temple Ship. Since panic is generally not a significant issue for high level soldiers, the main value is to help you utilize (and defend against) offensive psionic abilities like Mindfray, Psi Panic, Mind Control, and Rift.&lt;br /&gt;
&lt;br /&gt;
====Captain====&lt;br /&gt;
&lt;br /&gt;
{{Semper Vigilans (Long War)|align=left}}If you primarily use MECs to tank, it&#039;s generally your better option, since they can&#039;t take advantage of Fortiores Una. It&#039;s also good in situations where your game plan revolves around taking no hits at all, such as where you&#039;ve skimped on good armor in favor of other research and so any hit has the potential to knock your soldier out for a month. Defense stacking gets better the more of it you stack (up to a limit): reducing a 90% hit to 85% is not too significant, but reducing a 10% to 5% means taking half as many hits as before.&lt;br /&gt;
&lt;br /&gt;
{{Fortiores Una (Long War)|align=left}}On bio units the effect of extra DR is generally much more significant of a survivability increase than the 5 defense from Semper Vigilans, but it has no real help to MECs and SHIVs since they don&#039;t take cover. Much like Defense Stacking, note that DR gets better the more of it you stack: reducing a 7 HP hit to 6 HP probably won&#039;t make you take fewer hits before being killed, but reducing it to a 1 HP hit with DR-stacking (e.g. Cover, Fortiores Una, Will to Survive, Iron Skin, Mind Merge, Combat Stims) can allow you to shrug off dozens of shots without even taking injuries.&lt;br /&gt;
&lt;br /&gt;
====Major====&lt;br /&gt;
&lt;br /&gt;
{{Into The Breach (Long War)|align=left}}Mission completion XP is generally around 100, or more if you spot high-level aliens like Outsiders, so this adds around 25 XP to your low level troops per mission. On a standard 8 man squad, that&#039;s at least 200 total extra XP, assuming nobody is Tech Sergeant or higher, which is generally way more than you could get from So Shall You Fight. But the main issue is that it doesn&#039;t apply to any units above Sergeant rank. It&#039;s a really strong pick with your first officer to hit Tech Sergeant, but falls off after a couple of months, though it can still be valuable later in the game when taking council reward Sergeants to crashed Scouts and Fighters alongside a babysitting GSgt or MSgt.&lt;br /&gt;
&lt;br /&gt;
{{So Shall You FIght (Long War)|align=left}}Generally you get around 20 XP for killing weak enemies and more from tougher foes, so adding this gives you at least 5 extra XP per kill. To match the approximately 200 XP per mission that Into The Breach gives you, you&#039;d need about 50 kills per mission spread across your squad, which is obviously unrealistic for all but the toughest of missions... but keep in mind Into the Breach doesn&#039;t apply to any units ranked above Sergeant, whereas this does. In the long run, this is probably the better choice, since the grind from Tech Sergeant to Master Sergeant requires a ton of XP and troops in that range tend to play lots of missions where they get a ton of kills.&lt;br /&gt;
&lt;br /&gt;
====Colonel====&lt;br /&gt;
&lt;br /&gt;
{{Band Of Warriors (Long War)|align=left}}Killing enemies with big alpha strikes remains a great idea so the offensive benefits of more Aim are usually better in general, particularly for fliers or targets in indestructible cover. You can generally bank on having 2 continent bonuses by the time this comes out and the extra resources you get from raiding Alien Bases makes securing all 5 continent bonuses a nice idea regardless. &lt;br /&gt;
&lt;br /&gt;
{{Esprit De Corps (Long War)|align=left}}If you&#039;ve developed builds and a playstyle around Defense stacking as your primary means of tanking and you like using offensive psionics, there&#039;s a possibility for this to be a better choice than Band of Warriors, but in general killing enemies more reliably with guns thanks to your higher Aim is the better choice.&lt;br /&gt;
&lt;br /&gt;
====Field Commander====&lt;br /&gt;
&lt;br /&gt;
{{So Others May Live (Long War)|align=left}}Eventually, you might be able to get an alpha team to +8, but that could take almost two months given the ~1 week fatigue between missions that a bunch of MSgts have. That&#039;s a lot of time to spend for a modest benefit, but at least the benefits carry over into missions where the officer isn&#039;t present.&lt;br /&gt;
&lt;br /&gt;
{{Combined Arms (Long War)|align=left}}Almost everything in this game has at least some DR, either from cover or innate DR, so this is at minimum a +0.67 damage increase against anything in low cover, and +1 damage against everything else. 1 damage is a lot in the early game, but by the time you have a MSgt Officer, it&#039;s closer to &amp;quot;decent&amp;quot;. But you get it all up front without needing to grind for two months.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119978</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119978"/>
		<updated>2024-09-22T16:01:28Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Lead by Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
==Officer ranks==&lt;br /&gt;
* All officers are granted Lead by Example and Command for free. Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
* Officers recover slower from post-battle [[Soldiers_(Long_War)#Fatigue|fatigue]]. The additional time is 12 hours per officer rank (reduced to 6 hours with &#039;&#039;Gift of Osiris&#039;&#039; - Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 76%; padding: 5px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:15px;&amp;quot; | &#039;&#039;&#039;(All Officers get &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; of these abilities)&#039;&#039;&#039; ||&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
===Lead by Example===&lt;br /&gt;
&lt;br /&gt;
{{Lead By Example (Long War)|align=left}}Rewards stacking high amounts of will on your officer, since they can help non-psionic builds against psionic attackers. While panicking from mundane sources like wounds and other soldiers panicking is not generally a big deal beyond the very early game, enemy psions remain a deadly threat; a high will officer can go a long way towards babysitting soldiers with low will while also encouraging enemy Sectoid Commanders to pick less dangerous Psi skills like Mindfray or Psi Panic, rather than the extremely deadly Mind Control. This is especially useful on MECs; biological troops can always train in Psionics for extra will (and the rest of the utility it offers), but MECs will pretty much always have will scores noticeably lower than your officer, as they don&#039;t get as much as bio troopers do from rank increases. Keep in mind that since the range is only 8 tiles, your officer should generally be a class that is normally positioned in the center of your formation.  &lt;br /&gt;
&lt;br /&gt;
To maximize its benefit, [[Medic (Long War)|Medics]], [[Assault (Long War)|Assaults]], and [[Infantry (Long War)|Infantry]] have a good combination of base will gain per level plus bonus will from perks:&lt;br /&gt;
&lt;br /&gt;
* [[Assault_(Long_War)|Assaults]]: Assaults have 25 base will progression by MSgt, which is average. A [[Assault_(Long_War)#Tank_Psi_Assault|Biotank assault build]] with Steadfast (+5), Will to Survive (+3), Close Encounters (+3), and Extra Conditioning (+4) will have 15 bonus will from perks, the most of any class.&lt;br /&gt;
&lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Infantry have 25 base will progression by MSgt, which is average. A [[Infantry_(Long_War)#Tank_Infantry|taunt-tank suppression build]] with Steadfast (+5), Will to Survive (+3), and Extra Conditioning (+4) grants +12 total bonus will.&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Long War)|Medics]]: Medics have +28 will progression by MSgt, the only class with that much base will gain. They don&#039;t have good choices for will-boosting perks, as taking all four of Steadfast (+5), Revive (+2), Ready for Anything (+3), and Extra Conditioning (+4) doesn&#039;t really make for a coherent build, but if you do it&#039;s worth a grand total of +14 will.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
{{Command (Long War)|align=left}}Probably the single most significant ability in the Officers arsenal, allowing the officer to donate their action to another soldier. The ability can only be used on a unit that has expended all its actions, and the unit cannot have utilized &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for a bonus free action (other abilities that improve action economy but still cost an action point, such as Double Tap, Light em Up, Lock n&#039;Load, and Smoke Grenade, are fine). Some potential uses:&lt;br /&gt;
&lt;br /&gt;
* Double Capture: The officer can give an Engineer who has just failed a capture attempt a second shot at capturing. This is by far one of the most common use cases for command, since Capture attempts are roughly a coin flip in the best of cases.&lt;br /&gt;
* Meld/Bomb/Relay Dash: If a Meld can, Bomb node, or EXALT hack relay is more than a blue move away and you need to hit it right this turn or else, you can dash a unit in range and an officer can use Command on that unit to allow them to interact with it.&lt;br /&gt;
* Impromptu Lock n&#039;Load: The officer can ensure that another unit who has expended all their ammo can reload it and still take an important action this round, such as Suppression on a Gunner, or Disabling Shot on a Sniper.&lt;br /&gt;
* Double Rocket: The officer can allow a Rocketeer (mostly snapshot rocketeers, due to the significant penalties otherwise) to fire a second rocket this round. Alternately, a rocketeer can fire their rocket and then be given an extra action in order to steady another rocket for next turn.&lt;br /&gt;
* Shoot and Scoot: The officer can allow units who have expended their actions but find themselves in a risky position (e.g. after an accidental pod activation) to break LoS or Hunker in order to avoid retaliatory fire.&lt;br /&gt;
* Triple Tap: The officer can allow a high damage carry who has shot twice with Double Tap or Light em Up a third potential shot in the round. Similarly, a unit with Rapid Fire can potentially use it twice in a single turn for four total shots, trading ammo economy for raw alpha strike.&lt;br /&gt;
* In the Zone: The officer can allow a unit with In the Zone to continue their kill chain if it ends early, e.g. as a result of running out of ammo or missing a kill.&lt;br /&gt;
* Turn Mulligan: The officer that can&#039;t actually make use of their action this turn for anything useful can give it to someone else. As a simple example: move-limited units like LMG Gunners, SR Snipers, and non-Snapshot Rocketeers who find themselves out of position without any good shots this turn could move with their first action and give up the rest of their turn using Command.&lt;br /&gt;
&lt;br /&gt;
Note that when using Command on a unit that has its actions restricted or enabled as a result of a perk, such as Run &amp;amp; Gun and Double Tap, those restrictions remain in effect when Command is used. A unit that has activated either Run &amp;amp; Gun or Double Tap cannot move. A unit that has activated Double Tap can fire even if its actions would otherwise be limited (such as using an LMG or Sniper Rifle without snapshot).&lt;br /&gt;
&lt;br /&gt;
===Class and Build===&lt;br /&gt;
&lt;br /&gt;
Which class to make as your officer is a difficult choice with no clear-cut answers; there are always trade-offs depending on your priorities. Generally, an ideal Officer build will fulfill the following requirements:&lt;br /&gt;
&lt;br /&gt;
# It&#039;s a class that can stack high will for use with &#039;&#039;&#039;Lead by Example&#039;&#039;&#039;&lt;br /&gt;
# A reliable and valuable build or class that you want to take into every mission&lt;br /&gt;
# It&#039;s actions aren&#039;t too valuable (e.g. support units), or the value of its actions are inconsistent (e.g. move-limited units), such that it can afford to donate its action to another unit when an opportunity arises, via &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
# It&#039;s not the kind of class that wants Command to be used on them (e.g. high damage output classes, especially ones with Double Tap, In the Zone, or Rapid Fire)&lt;br /&gt;
# It&#039;s not the kind of class that really wants to invest in Psionics, either a little for a Neural Gunlink or a lot for Psionic active abilities.&lt;br /&gt;
&lt;br /&gt;
No specific class or build clearly stands out as the obvious answer that fills all criteria, and some criteria are practically contradictory (e.g. compare 2 and 3, or 1 and 5).&lt;br /&gt;
&lt;br /&gt;
* [[Assault (Long War)|Assault]]: On the one hand, there are many situations where running forward into shotgun range will activate a pod, so assaults sometimes have to sit back and do nothing; giving up your action to someone else via Command can kinda make sense. And assaults &#039;&#039;&#039;generally&#039;&#039;&#039; don&#039;t like having Command used on them due to its bad interactions with Run &amp;amp; Gun, Close Encounters and Hit and Run, plus tank assaults happen to have incredibly high will. So weirdly enough it seems like assaults might make for a good officer build. But assault action economy is actually so incredibly situational that Command really isn&#039;t enough: sometimes your best choice with an Assault is literally to sit there and do nothing for five straight turns while the rest of your squad picks off targets at range. So assaults really like to have access to offensive psionic abilities that they can be using every turn, instead of Command which has limited charges and a long cooldown. &lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Taunt-tank infantry tend to have high will, though they aren&#039;t considered a particularly valuable build. And generally a taunt-tank infantry want to be Suppressing most of the time rather than giving up their action to someone else (not to mention it just being a bad idea in general to stick Command on any infantry build that has Suppression, given how useful it is). And Crit Infantry have an absolutely cracked quintuple shot enabled by Command (Light Em Up &amp;gt; Rapid Fire &amp;gt; Rapid Fire) which is one of the main use cases for Command outside Engineers.&lt;br /&gt;
* [[Gunner (Long War)|Gunner]]: Gunners tend to have slightly above average will given the right perks, but not so much better that they can be considered a High will class like Assault, Infantry and Medic. They also tend to really like Command being used on them, whether for Double Tap, Rapid Fire, or just ensuring you have Suppression always available.&lt;br /&gt;
* [[Rocketeer (Long War)|Rocketeer]]: Rocketeers generally want to either fire their rocket or keep it steady to get ready to fire in a future round in case some powerful pod strolls into the fight while you&#039;re busy with another. But if you&#039;re the kind of person who fires a rocket as a fight starter instead of keeping one in reserve and have no plans on using Snapshot double rockets, then its a respectable choice, because Rocketeers happen to fulfill the seemingly mutually-exclusive niche between &amp;quot;you want them every mission&amp;quot; but &amp;quot;they don&#039;t necessarily have anything useful to do with their action&amp;quot;. But much like Assaults, their action economy can be so open that Psionics becomes valuable enough.&lt;br /&gt;
* [[Scout (Long War)|Scout]]: They don&#039;t have much in the way of Will, but other than that, Hit and Run scouts aren&#039;t an awful choice for officers, especially since Hit and Run builds can&#039;t benefit from Command. This is especially true if you prefer support perks like Battle Scanners or Holo-Targeting over more aggressive options like Aggression and Bring em On, since such a build doesn&#039;t mind giving their turn up to other classes. In the Zone Shotgun scouts are easily one of the better uses for Command however, either to let them keep a kill chain going or bail them out if their chain ends early.&lt;br /&gt;
* [[Sniper (Long War)|Sniper]]: Snipers tend to have much lower will than other options and sit too far back from anyone else anyways. They get a lot from having Command used on them, specifically the In the Zone and Double Tap crit builds.&lt;br /&gt;
* [[Engineer (Long War)|Engineer]]: Engineers make awful Officers, since capture attempts are your #1 use case for spare Command charges for large portions of the game and Engineers with Repair are your main source of captures.&lt;br /&gt;
* [[Medic (Long War)|Medic]]: Most medic builds tend to have actions that aren&#039;t quite valuable enough that you&#039;d have to reason to pass it on to someone else via Command (aside from Suppression), but not so useless that you need to give them a whole new action set with Psionics. But medics are generally the weakest Long War class unless until later when you start actively damage tanking and need a dedicated healer. But again, Command on a class that likes using Suppression just isn&#039;t a smart idea.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
&lt;br /&gt;
{{Stay Frosty (Long War)|align=left}}Generally the better overall pick on most officers, getting your entire squad back in the fight quicker and mitigating Fatigue spirals. Base fatigue is 3-5 days, plus a couple extra days for psionics and officers; knocking 24 hours off that timer is about a 15% to 33% reduction in fatigue time, which is important when you&#039;re fielding a mission every couple of days.&lt;br /&gt;
&lt;br /&gt;
{{Legio Patria Nostra (Long War)|align=left}}An interesting idea on your highest-ranked officer, giving your entire team up to +12 will on the toughest missions like Alien Base Assaults, EXALT HQ Assaults, and the Temple Ship. Since panic is generally not a significant issue for high level soldiers, the main value is to help you utilize (and defend against) offensive psionic abilities like Mindfray, Psi Panic, Mind Control, and Rift.&lt;br /&gt;
&lt;br /&gt;
====Captain====&lt;br /&gt;
&lt;br /&gt;
{{Semper Vigilans (Long War)|align=left}}If you primarily use MECs to tank, it&#039;s generally your better option, since they can&#039;t take advantage of Fortiores Una. It&#039;s also good in situations where your game plan revolves around taking no hits at all, such as where you&#039;ve skimped on good armor in favor of other research and so any hit has the potential to knock your soldier out for a month. Defense stacking gets better the more of it you stack (up to a limit): reducing a 90% hit to 85% is not too significant, but reducing a 10% to 5% means taking half as many hits as before.&lt;br /&gt;
&lt;br /&gt;
{{Fortiores Una (Long War)|align=left}}On bio units the effect of extra DR is generally much more significant of a survivability increase than the 5 defense from Semper Vigilans, but it has no real help to MECs and SHIVs since they don&#039;t take cover. Much like Defense Stacking, note that DR gets better the more of it you stack: reducing a 7 HP hit to 6 HP probably won&#039;t make you take fewer hits before being killed, but reducing it to a 1 HP hit with DR-stacking (e.g. Cover, Fortiores Una, Will to Survive, Iron Skin, Mind Merge, Combat Stims) can allow you to shrug off dozens of shots without even taking injuries.&lt;br /&gt;
&lt;br /&gt;
====Major====&lt;br /&gt;
&lt;br /&gt;
{{Into The Breach (Long War)|align=left}}Mission completion XP is generally around 100, or more if you spot high-level aliens like Outsiders, so this adds around 25 XP to your low level troops per mission. On a standard 8 man squad, that&#039;s at least 200 total extra XP, assuming nobody is Tech Sergeant or higher, which is generally way more than you could get from So Shall You Fight. But the main issue is that it doesn&#039;t apply to any units above Sergeant rank. It&#039;s a really strong pick with your first officer to hit Tech Sergeant, but falls off after a couple of months, though it can still be valuable later in the game when taking council reward Sergeants to crashed Scouts and Fighters alongside a babysitting GSgt or MSgt.&lt;br /&gt;
&lt;br /&gt;
{{So Shall You FIght (Long War)|align=left}}Generally you get around 20 XP for killing weak enemies and more from tougher foes, so adding this gives you at least 5 extra XP per kill. To match the approximately 200 XP per mission that Into The Breach gives you, you&#039;d need about 50 kills per mission spread across your squad, which is obviously unrealistic for all but the toughest of missions... but keep in mind Into the Breach doesn&#039;t apply to any units ranked above Sergeant, whereas this does. In the long run, this is probably the better choice, since the grind from Tech Sergeant to Master Sergeant requires a ton of XP and troops in that range tend to play lots of missions where they get a ton of kills.&lt;br /&gt;
&lt;br /&gt;
====Colonel====&lt;br /&gt;
&lt;br /&gt;
{{Band Of Warriors (Long War)|align=left}}Killing enemies with big alpha strikes remains a great idea so the offensive benefits of more Aim are usually better in general, particularly for fliers or targets in indestructible cover. You can generally bank on having 2 continent bonuses by the time this comes out and the extra resources you get from raiding Alien Bases makes securing all 5 continent bonuses a nice idea regardless. &lt;br /&gt;
&lt;br /&gt;
{{Esprit De Corps (Long War)|align=left}}If you&#039;ve developed builds and a playstyle around Defense stacking as your primary means of tanking and you like using offensive psionics, there&#039;s a possibility for this to be a better choice than Band of Warriors, but in general killing enemies more reliably with guns thanks to your higher Aim is the better choice.&lt;br /&gt;
&lt;br /&gt;
====Field Commander====&lt;br /&gt;
&lt;br /&gt;
{{So Others May Live (Long War)|align=left}}Eventually, you might be able to get an alpha team to +8, but that could take almost two months given the ~1 week fatigue between missions that a bunch of MSgts have. That&#039;s a lot of time to spend for a modest benefit, but at least the benefits carry over into missions where the officer isn&#039;t present.&lt;br /&gt;
&lt;br /&gt;
{{Combined Arms (Long War)|align=left}}Almost everything in this game has at least some DR, either from cover or innate DR, so this is at minimum a +0.67 damage increase against anything in low cover, and +1 damage against everything else. 1 damage is a lot in the early game, but by the time you have a MSgt Officer, it&#039;s closer to &amp;quot;decent&amp;quot;. But you get it all up front without needing to grind for two months.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119977</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119977"/>
		<updated>2024-09-22T15:52:31Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Class and Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
==Officer ranks==&lt;br /&gt;
* All officers are granted Lead by Example and Command for free. Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
* Officers recover slower from post-battle [[Soldiers_(Long_War)#Fatigue|fatigue]]. The additional time is 12 hours per officer rank (reduced to 6 hours with &#039;&#039;Gift of Osiris&#039;&#039; - Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 76%; padding: 5px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:15px;&amp;quot; | &#039;&#039;&#039;(All Officers get &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; of these abilities)&#039;&#039;&#039; ||&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
===Lead by Example===&lt;br /&gt;
&lt;br /&gt;
{{Lead By Example (Long War)|align=left}}Rewards stacking high amounts of will on your officer, since they can help non-psionic builds against psionic attackers. While panicking from mundane sources like wounds and other soldiers panicking is not generally a big deal beyond the very early game, enemy psions remain a deadly threat; a high will officer can go a long way towards babysitting low-ranked soldiers with low will while also encouraging enemy Sectoid Commanders to pick less dangerous Psi skills like Mindfray or Psi Panic, rather than the extremely deadly Mind Control. Keep in mind that since the range is only 8 tiles, your officer should generally be a class that is normally positioned in the center of your formation.  &lt;br /&gt;
&lt;br /&gt;
To maximize its benefit, [[Medic (Long War)|Medics]], [[Assault (Long War)|Assaults]], and [[Infantry (Long War)|Infantry]] have a good combination of base will gain per level plus bonus will from perks:&lt;br /&gt;
&lt;br /&gt;
* [[Assault_(Long_War)|Assaults]]: Assaults have 25 base will progression by MSgt, which is average. A [[Assault_(Long_War)#Tank_Psi_Assault|Biotank assault build]] with Steadfast (+5), Will to Survive (+3), Close Encounters (+3), and Extra Conditioning (+4) will have 15 bonus will from perks.&lt;br /&gt;
&lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Infantry have 25 base will progression by MSgt, which is average. A [[Infantry_(Long_War)#Tank_Infantry|taunt-tank suppression build]] with Steadfast (+5), Will to Survive (+3), and Extra Conditioning (+4) grants +12 total bonus will.&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Long War)|Medics]]: Medics have +28 will progression by MSgt, the only class with that much base will gain. They don&#039;t have good choices for will-boosting perks, as taking all four of Steadfast (+5), Revive (+2), Ready for Anything (+3), and Extra Conditioning (+4) doesn&#039;t really make for a coherent build, but if you do it&#039;s worth a grand total of +14 will.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
{{Command (Long War)|align=left}}Probably the single most significant ability in the Officers arsenal, allowing the officer to donate their action to another soldier. The ability can only be used on a unit that has expended all its actions, and the unit cannot have utilized &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for a bonus free action (other abilities that improve action economy but still cost an action point, such as Double Tap, Light em Up, Lock n&#039;Load, and Smoke Grenade, are fine). Some potential uses:&lt;br /&gt;
&lt;br /&gt;
* Double Capture: The officer can give an Engineer who has just failed a capture attempt a second shot at capturing. This is by far one of the most common use cases for command, since Capture attempts are roughly a coin flip in the best of cases.&lt;br /&gt;
* Meld/Bomb/Relay Dash: If a Meld can, Bomb node, or EXALT hack relay is more than a blue move away and you need to hit it right this turn or else, you can dash a unit in range and an officer can use Command on that unit to allow them to interact with it.&lt;br /&gt;
* Impromptu Lock n&#039;Load: The officer can ensure that another unit who has expended all their ammo can reload it and still take an important action this round, such as Suppression on a Gunner, or Disabling Shot on a Sniper.&lt;br /&gt;
* Double Rocket: The officer can allow a Rocketeer (mostly snapshot rocketeers, due to the significant penalties otherwise) to fire a second rocket this round. Alternately, a rocketeer can fire their rocket and then be given an extra action in order to steady another rocket for next turn.&lt;br /&gt;
* Shoot and Scoot: The officer can allow units who have expended their actions but find themselves in a risky position (e.g. after an accidental pod activation) to break LoS or Hunker in order to avoid retaliatory fire.&lt;br /&gt;
* Triple Tap: The officer can allow a high damage carry who has shot twice with Double Tap or Light em Up a third potential shot in the round. Similarly, a unit with Rapid Fire can potentially use it twice in a single turn for four total shots, trading ammo economy for raw alpha strike.&lt;br /&gt;
* In the Zone: The officer can allow a unit with In the Zone to continue their kill chain if it ends early, e.g. as a result of running out of ammo or missing a kill.&lt;br /&gt;
* Turn Mulligan: The officer that can&#039;t actually make use of their action this turn for anything useful can give it to someone else. As a simple example: move-limited units like LMG Gunners, SR Snipers, and non-Snapshot Rocketeers who find themselves out of position without any good shots this turn could move with their first action and give up the rest of their turn using Command.&lt;br /&gt;
&lt;br /&gt;
Note that when using Command on a unit that has its actions restricted or enabled as a result of a perk, such as Run &amp;amp; Gun and Double Tap, those restrictions remain in effect when Command is used. A unit that has activated either Run &amp;amp; Gun or Double Tap cannot move. A unit that has activated Double Tap can fire even if its actions would otherwise be limited (such as using an LMG or Sniper Rifle without snapshot).&lt;br /&gt;
&lt;br /&gt;
===Class and Build===&lt;br /&gt;
&lt;br /&gt;
Which class to make as your officer is a difficult choice with no clear-cut answers; there are always trade-offs depending on your priorities. Generally, an ideal Officer build will fulfill the following requirements:&lt;br /&gt;
&lt;br /&gt;
# It&#039;s a class that can stack high will for use with &#039;&#039;&#039;Lead by Example&#039;&#039;&#039;&lt;br /&gt;
# A reliable and valuable build or class that you want to take into every mission&lt;br /&gt;
# It&#039;s actions aren&#039;t too valuable (e.g. support units), or the value of its actions are inconsistent (e.g. move-limited units), such that it can afford to donate its action to another unit when an opportunity arises, via &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
# It&#039;s not the kind of class that wants Command to be used on them (e.g. high damage output classes, especially ones with Double Tap, In the Zone, or Rapid Fire)&lt;br /&gt;
# It&#039;s not the kind of class that really wants to invest in Psionics, either a little for a Neural Gunlink or a lot for Psionic active abilities.&lt;br /&gt;
&lt;br /&gt;
No specific class or build clearly stands out as the obvious answer that fills all criteria, and some criteria are practically contradictory (e.g. compare 2 and 3, or 1 and 5).&lt;br /&gt;
&lt;br /&gt;
* [[Assault (Long War)|Assault]]: On the one hand, there are many situations where running forward into shotgun range will activate a pod, so assaults sometimes have to sit back and do nothing; giving up your action to someone else via Command can kinda make sense. And assaults &#039;&#039;&#039;generally&#039;&#039;&#039; don&#039;t like having Command used on them due to its bad interactions with Run &amp;amp; Gun, Close Encounters and Hit and Run, plus tank assaults happen to have incredibly high will. So weirdly enough it seems like assaults might make for a good officer build. But assault action economy is actually so incredibly situational that Command really isn&#039;t enough: sometimes your best choice with an Assault is literally to sit there and do nothing for five straight turns while the rest of your squad picks off targets at range. So assaults really like to have access to offensive psionic abilities that they can be using every turn, instead of Command which has limited charges and a long cooldown. &lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Taunt-tank infantry tend to have high will, though they aren&#039;t considered a particularly valuable build. And generally a taunt-tank infantry want to be Suppressing most of the time rather than giving up their action to someone else (not to mention it just being a bad idea in general to stick Command on any infantry build that has Suppression, given how useful it is). And Crit Infantry have an absolutely cracked quintuple shot enabled by Command (Light Em Up &amp;gt; Rapid Fire &amp;gt; Rapid Fire) which is one of the main use cases for Command outside Engineers.&lt;br /&gt;
* [[Gunner (Long War)|Gunner]]: Gunners tend to have slightly above average will given the right perks, but not so much better that they can be considered a High will class like Assault, Infantry and Medic. They also tend to really like Command being used on them, whether for Double Tap, Rapid Fire, or just ensuring you have Suppression always available.&lt;br /&gt;
* [[Rocketeer (Long War)|Rocketeer]]: Rocketeers generally want to either fire their rocket or keep it steady to get ready to fire in a future round in case some powerful pod strolls into the fight while you&#039;re busy with another. But if you&#039;re the kind of person who fires a rocket as a fight starter instead of keeping one in reserve and have no plans on using Snapshot double rockets, then its a respectable choice, because Rocketeers happen to fulfill the seemingly mutually-exclusive niche between &amp;quot;you want them every mission&amp;quot; but &amp;quot;they don&#039;t necessarily have anything useful to do with their action&amp;quot;. But much like Assaults, their action economy can be so open that Psionics becomes valuable enough.&lt;br /&gt;
* [[Scout (Long War)|Scout]]: They don&#039;t have much in the way of Will, but other than that, Hit and Run scouts aren&#039;t an awful choice for officers, especially since Hit and Run builds can&#039;t benefit from Command. This is especially true if you prefer support perks like Battle Scanners or Holo-Targeting over more aggressive options like Aggression and Bring em On, since such a build doesn&#039;t mind giving their turn up to other classes. In the Zone Shotgun scouts are easily one of the better uses for Command however, either to let them keep a kill chain going or bail them out if their chain ends early.&lt;br /&gt;
* [[Sniper (Long War)|Sniper]]: Snipers tend to have much lower will than other options and sit too far back from anyone else anyways. They get a lot from having Command used on them, specifically the In the Zone and Double Tap crit builds.&lt;br /&gt;
* [[Engineer (Long War)|Engineer]]: Engineers make awful Officers, since capture attempts are your #1 use case for spare Command charges for large portions of the game and Engineers with Repair are your main source of captures.&lt;br /&gt;
* [[Medic (Long War)|Medic]]: Most medic builds tend to have actions that aren&#039;t quite valuable enough that you&#039;d have to reason to pass it on to someone else via Command (aside from Suppression), but not so useless that you need to give them a whole new action set with Psionics. But medics are generally the weakest Long War class unless until later when you start actively damage tanking and need a dedicated healer. But again, Command on a class that likes using Suppression just isn&#039;t a smart idea.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
&lt;br /&gt;
{{Stay Frosty (Long War)|align=left}}Generally the better overall pick on most officers, getting your entire squad back in the fight quicker and mitigating Fatigue spirals. Base fatigue is 3-5 days, plus a couple extra days for psionics and officers; knocking 24 hours off that timer is about a 15% to 33% reduction in fatigue time, which is important when you&#039;re fielding a mission every couple of days.&lt;br /&gt;
&lt;br /&gt;
{{Legio Patria Nostra (Long War)|align=left}}An interesting idea on your highest-ranked officer, giving your entire team up to +12 will on the toughest missions like Alien Base Assaults, EXALT HQ Assaults, and the Temple Ship. Since panic is generally not a significant issue for high level soldiers, the main value is to help you utilize (and defend against) offensive psionic abilities like Mindfray, Psi Panic, Mind Control, and Rift.&lt;br /&gt;
&lt;br /&gt;
====Captain====&lt;br /&gt;
&lt;br /&gt;
{{Semper Vigilans (Long War)|align=left}}If you primarily use MECs to tank, it&#039;s generally your better option, since they can&#039;t take advantage of Fortiores Una. It&#039;s also good in situations where your game plan revolves around taking no hits at all, such as where you&#039;ve skimped on good armor in favor of other research and so any hit has the potential to knock your soldier out for a month. Defense stacking gets better the more of it you stack (up to a limit): reducing a 90% hit to 85% is not too significant, but reducing a 10% to 5% means taking half as many hits as before.&lt;br /&gt;
&lt;br /&gt;
{{Fortiores Una (Long War)|align=left}}On bio units the effect of extra DR is generally much more significant of a survivability increase than the 5 defense from Semper Vigilans, but it has no real help to MECs and SHIVs since they don&#039;t take cover. Much like Defense Stacking, note that DR gets better the more of it you stack: reducing a 7 HP hit to 6 HP probably won&#039;t make you take fewer hits before being killed, but reducing it to a 1 HP hit with DR-stacking (e.g. Cover, Fortiores Una, Will to Survive, Iron Skin, Mind Merge, Combat Stims) can allow you to shrug off dozens of shots without even taking injuries.&lt;br /&gt;
&lt;br /&gt;
====Major====&lt;br /&gt;
&lt;br /&gt;
{{Into The Breach (Long War)|align=left}}Mission completion XP is generally around 100, or more if you spot high-level aliens like Outsiders, so this adds around 25 XP to your low level troops per mission. On a standard 8 man squad, that&#039;s at least 200 total extra XP, assuming nobody is Tech Sergeant or higher, which is generally way more than you could get from So Shall You Fight. But the main issue is that it doesn&#039;t apply to any units above Sergeant rank. It&#039;s a really strong pick with your first officer to hit Tech Sergeant, but falls off after a couple of months, though it can still be valuable later in the game when taking council reward Sergeants to crashed Scouts and Fighters alongside a babysitting GSgt or MSgt.&lt;br /&gt;
&lt;br /&gt;
{{So Shall You FIght (Long War)|align=left}}Generally you get around 20 XP for killing weak enemies and more from tougher foes, so adding this gives you at least 5 extra XP per kill. To match the approximately 200 XP per mission that Into The Breach gives you, you&#039;d need about 50 kills per mission spread across your squad, which is obviously unrealistic for all but the toughest of missions... but keep in mind Into the Breach doesn&#039;t apply to any units ranked above Sergeant, whereas this does. In the long run, this is probably the better choice, since the grind from Tech Sergeant to Master Sergeant requires a ton of XP and troops in that range tend to play lots of missions where they get a ton of kills.&lt;br /&gt;
&lt;br /&gt;
====Colonel====&lt;br /&gt;
&lt;br /&gt;
{{Band Of Warriors (Long War)|align=left}}Killing enemies with big alpha strikes remains a great idea so the offensive benefits of more Aim are usually better in general, particularly for fliers or targets in indestructible cover. You can generally bank on having 2 continent bonuses by the time this comes out and the extra resources you get from raiding Alien Bases makes securing all 5 continent bonuses a nice idea regardless. &lt;br /&gt;
&lt;br /&gt;
{{Esprit De Corps (Long War)|align=left}}If you&#039;ve developed builds and a playstyle around Defense stacking as your primary means of tanking and you like using offensive psionics, there&#039;s a possibility for this to be a better choice than Band of Warriors, but in general killing enemies more reliably with guns thanks to your higher Aim is the better choice.&lt;br /&gt;
&lt;br /&gt;
====Field Commander====&lt;br /&gt;
&lt;br /&gt;
{{So Others May Live (Long War)|align=left}}Eventually, you might be able to get an alpha team to +8, but that could take almost two months given the ~1 week fatigue between missions that a bunch of MSgts have. That&#039;s a lot of time to spend for a modest benefit, but at least the benefits carry over into missions where the officer isn&#039;t present.&lt;br /&gt;
&lt;br /&gt;
{{Combined Arms (Long War)|align=left}}Almost everything in this game has at least some DR, either from cover or innate DR, so this is at minimum a +0.67 damage increase against anything in low cover, and +1 damage against everything else. 1 damage is a lot in the early game, but by the time you have a MSgt Officer, it&#039;s closer to &amp;quot;decent&amp;quot;. But you get it all up front without needing to grind for two months.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119714</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119714"/>
		<updated>2024-08-27T07:56:11Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Gunnery Sergeant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the Medic&#039;s core perk, giving extra healing with minimal further investment. This makes Medic a decent class in the mid game, when damage tanking with MECs and Biotank Assault/Infantry become an option; the added sustain provided by medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal after fights rather than during fights due to the difficulty of finding a safe spot for the Medic to stand while healing, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can enable them to stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; both options also give Medics more things they could potentially do with their AP, such as Command or Psi Panic.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Medics generally don&#039;t tank or try and get shot at, so for the most part the only purpose of this in the early game on a medic is to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks); if someone gets crit-wounded, the Medic that&#039;s supposed to be stabilizing or reviving him is the last thing you want panicking. But soon your soldiers will gain enough Will that panic from mundane sources is no longer an issue; fortunately Steadfast also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful most of the time; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide a large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this (crit for your shooters and will for your psionics) makes this the meta pick at this rank.&lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}A very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} or {{Dense Smoke (Long War)}}&lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119713</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119713"/>
		<updated>2024-08-27T07:55:17Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tech Sergeant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the Medic&#039;s core perk, giving extra healing with minimal further investment. This makes Medic a decent class in the mid game, when damage tanking with MECs and Biotank Assault/Infantry become an option; the added sustain provided by medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal after fights rather than during fights due to the difficulty of finding a safe spot for the Medic to stand while healing, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can enable them to stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; both options also give Medics more things they could potentially do with their AP, such as Command or Psi Panic.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Medics generally don&#039;t tank or try and get shot at, so for the most part the only purpose of this in the early game on a medic is to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks); if someone gets crit-wounded, the Medic that&#039;s supposed to be stabilizing or reviving him is the last thing you want panicking. But soon your soldiers will gain enough Will that panic from mundane sources is no longer an issue; fortunately Steadfast also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful most of the time; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide a large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this (crit for your shooters and will for your psionics) makes this the meta pick at this rank.&lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} or {{Dense Smoke (Long War)}}&lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=119712</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=119712"/>
		<updated>2024-08-27T07:32:41Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;Engineer]]&lt;br /&gt;
{{Toc (Long War)|55}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Sapper (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Repair (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Battle Scanner (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Mayhem (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{HEAT Ammo (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Fire Rocket (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=12 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. When carrying the Shredder Ammo item, the Engineer&#039;s rocket will simultaneously destroy cover and apply the Shredded condition.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission, providing defense while removing the +50 crit chance bonus for being exposed. The uses for smoke grenades are plenty: you can give allies low cover on demand, upgrade their low cover to heavy cover, keep a suppresisng unit safe under sustained fire, and so on. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots, so a perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. Furthermore, with this perk your soldier can take an action after throwing a smoke grenade, which greatly improves your soldiers versatility by adds additional action economy such as the ability to throw a smoke while destroying enemy cover. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission. Keep in mind that explosives can still do a number on you - if the defense of your entire squad is amplified (and especially if they are sticking closer to each other), aliens and Exalt are more prone to use grenades.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones and go for kills rather than cover destruction. But if you do have it, you can chew through anything on demand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot reliably hit flying targets; creative use of terrain (such as trying to get the grenade to stick to a wall) can help, but in most cases don&#039;t expect to hurt fliers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not pick &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power is reduced compared with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. Taking up to three damage off a hit while in heavy cover is not something that should be passed on lightly and the extra Will is a nice addition for a psionic build if you go that route.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and wasting a slot on the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 3 with this alone and a 4th with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs once the appropriate research is conducted. Capturing aliens is much more important than in Vanilla due to the need for large numbers of plasma weapons for research purposes, and the greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed; Command will let you take a second capture attempt in a turn, and Disabling Shot (from either the Sniper perk or the Arc Rifle) will buy you a safe turn, as can stacking debuffs like Flashbangs, Chem Grenades, and Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; gives almost the same defense as High Cover and much like regular smoke removes the +50 crit chance bonus when exposed.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}Extra battle scanners allows you to throw them around liberally to gain advanced notice of enemy pods, enables triggering pods with rockets or sniper fire, and lets you counter seekers on demand. When you know the coast is clear, you can clear maps much faster, thus improving Meld harvesting efficiency. The perk also gives you a (non-stacking) +70% throw range on your scanners, giving you the equivalent of Bombard if you don&#039;t already have it (and Grenadier, but you already do).&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build, increasing your explosive damage. The &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; also gains the +4 damage bonus from &#039;&#039;&#039;Mayhem&#039;&#039;&#039; that is applied to strike rifles, making it much more useful when not Disabling. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; also allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; can gain &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; via an item, and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly increased, though still limited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor HP, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039; and lets your regular gun hit decently hard (though generally not enough damage to matter against heavy targets). With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, the guaranteed damage to robotic units can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to pick off wounded Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency, adding an extra charge to every equipped item and anything from a perk. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch. The rocket will also apply Shred when carrying Shredder Ammo even though it will do the regular damage and cover destruction of a regular rocket. By Master Sergeant, even if you make your lowest aim troopers engineers, you&#039;ll have respectable enough accuracy with the rocket to probably hit something, but note you can&#039;t equip extra rockets.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist, allowing you to toss cover destruction, damage, and even support grenades like Chem deep into the enemy formation... even activating pods with them. Thanks to Grenadier and Bombard, you can even mimic the bonus throw range of the Battle Scanners perk, though waiting until MSgt for good Scanners might be a bad idea.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a damage grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage, Cover destruction&lt;br /&gt;
|Weakness=Flyers, Single target damage&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Power Ranks=LCL for cover destruction, TSG and MSG for damage&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Often, this Engineer will simply provide cover destruction with Alien or HE grenades for his squad. Occasionally, clumped enemies will present an opportunity for a damage grenade, particularly Chryssalids, Berserkers, Seekers, and Drones. For these situations, AP grenades are preferred, but Alien grenades can be used in a pinch. Combine with a shredder rocket beforehand for deadly effect. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies, especially when there will likely be lots of melee enemies (terror missions) or plenty of destructible cover.&lt;br /&gt;
|Strategic Analysis=The explosives specialist provides two primary functions, cover destruction and AOE damage, and does excellently in these roles. The Repair skill is also incredibly useful once alien captures become a priority. However, it falls off late game mainly due to the fact that high-level Rocketeers are able do more damage, target flyers, and shred when necessary. They remain relevant for cover destruction, particularly after tactical rigging is acquired (allowing them to carry a staggering 9 grenades), however, a Toolbox engineer performs this roll nearly as well and provides far more utility. Thus, this build makes a good candidate to become Shoguns, who can be built to be one of the two best cover-destruction units in the game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} or {{Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage, Cover destruction&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Battle Scanner + Support Grenades (Flashbang, Chem Grenade, Psi Grenade, Mimic Beacon, Shadow Device)&lt;br /&gt;
|Power Ranks=None; build comes online immediately at LCL, and gains a bit more crowd control capability with every rank. TSG is a solid rank thanks to dense smoke.&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted, providing support for the squad in the form of Smoke cover, Suppression, and offensive support grenades. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement. Always bring Battle Scanners for the recon value they offer, either through the perk itself or as an item (you&#039;ll have worse throw range without the perk, at least until you pick up Bombard, but you&#039;ll have better Smoke grenades), and then fill the rest of your slots with utility grenades.&lt;br /&gt;
|Strategic Analysis=Support grenades are useful at every phase of the game, and so is the support grenadier. However, lacking the Repair perk can become a big problem mid-game when captures become important. Forgoing Suppression weakens the build significantly, because it is the only unlimited form of enemy neutralization the Support Grenadier has. If using this build, having at least two engineers of a different build in your roster is advised for use in the mid-game. One final note: Medics can take virtually the exact same build, albeit with Field Medic instead of Grenadier and Combat Drugs instead of Dense Smoke. If you would like support grenadiers in your roster, consider which of these two classes will better suit your needs and playstyle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Toolbox Engineer===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility: Intel, Cover destruction, Support grenades, Captures&lt;br /&gt;
|Weakness=Lacks specialization (except Battle Scanners)&lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine or SMG; Pistol; Any&lt;br /&gt;
|Power Ranks=LCL for cover destruction, TSG for intel&lt;br /&gt;
|Description=This is a strong hybrid build that allows the soldier to provide an incredible amount of utility, making them useful on almost any mission type. They can provide excellent cover destruction, get 3 support or damage grenades per backpack slot, and bring 4 arc thrower charges instead of just one. They excel at acquiring intel, as they get 3 battle scanners without a backpack slot upon reaching TSGT (and a 4th at GSGT). However, intel is the only thing this engineer truly excels at. Support Grenadiers provide better smoke and crowd control, and Explosives Specialists provide slightly better cover destruction thanks to Tandem Warheads. Employ this build when you need to be ready with consumables for a variety of different situations, but cannot justify the squad slots to bring multiple Engineers, Medics, or Rocketeers.&lt;br /&gt;
|Strategic Analysis=This build is useful throughout the game, but falls off slightly when captures are no longer necessary. Take Suppression instead of Repair if this concerns you, but be prepared to have shortages of alien captives and weapons unless you have other engineers with the Repair perk. Also note that there are Foundry projects that allow your Arc Thrower to restore HP to MECs and SHIVs, and another which allows it to capture enemy Drones, so you can still find uses for that Arc Thrower in the late game in some circumstances.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=See &amp;quot;Toolbox Engineer&amp;quot; above&lt;br /&gt;
|Weakness=See &amp;quot;Toolbox Engineer&amp;quot; above&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Power Ranks=LCL for cover destruction&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. While this is a great boon to your squad during a Data Recovery operation, this build can be a very real liability during Covert Extraction missions, where Run &#039;n&#039; Gun, Lightning Reflexes, Sprinter, and Concealment save lives; be prepared to lose this operative (along with the mission) during a Covert Extraction with unfortunate Comm Array placement.&lt;br /&gt;
|Strategic Analysis=This build is almost identical to the Toolbox Engineer, except without the Repair skill. Consider taking Repair instead of Will To Survive if you want this build to be more useful outside of covert operations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard Engineer===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}}&lt;br /&gt;
|CPL={{ Ranger (Long War)}}&lt;br /&gt;
|SGT={{ Suppression (Long War)}}&lt;br /&gt;
|TSG={{ Mayhem (Long War)}}&lt;br /&gt;
|GSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|MSG={{ Fire Rocket  (Long War)}}&lt;br /&gt;
|Boost= +5 Aim; +3 Will; +1 Mobility&lt;br /&gt;
|Strength=Increases damage output from the rest of the squad&lt;br /&gt;
|Weakness=Limited utility&lt;br /&gt;
|Battles=Small &amp;amp; Medium UFOs&lt;br /&gt;
|Loadout=Carbine; Shredder Ammo; HE/AP/Alien grenades&lt;br /&gt;
|Power Ranks=TSG for Mayhem Suppression&lt;br /&gt;
|Description=This soldier is entirely focused on increasing the accuracy and damage of the rest of the squad, without relying on consumables. Applying Holo-Shred-Suppression to priority targets is their primary role, while the Rocket serves as an emergency button. This makes them ideal for training missions, where they can cover for a lack of competent Gunner and Rocketeer simultaneously.&lt;br /&gt;
|Strategic Analysis=This build is meant for the mid to late game, acting as a babysitter for lower ranking troops. Using an item slot to carry Shredder Ammo and lacking grenade related perks other than Grenadier seriously limits their ability to fill typical Engineer roles. Gunners make better use of Holo-Shred-Suppression, and Rocketeers make better use of explosives, meaning you likely won&#039;t want more than one or two soldiers using this build on your roster. Adding Psionic abilities will greatly expand this soldier&#039;s options, making them even better at compensating for an otherwise low level squad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=119506</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=119506"/>
		<updated>2024-07-31T00:49:05Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Extra Explosive RNG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|80}}&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&#039;&#039;&#039;Base Weapon Damage&#039;&#039;&#039; (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon damage ranges shown in game in Barracks are computed from this stat based on the randomization process, with an algorithm designed by Amineri for Long War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modified Weapon Damage&#039;&#039;&#039; (MWD): This is the median damage after most modifiers, on which the randomization process (+/- 25%) is applied.  Increases to MWD, such as &#039;&#039;Ranger&#039;&#039; and &#039;&#039;Vital Point Targeting&#039;&#039;, increase the overall damage range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Calculation==&lt;br /&gt;
Steps for calculating damage:&lt;br /&gt;
&lt;br /&gt;
# Roll for hit chance and crit chance&lt;br /&gt;
# Apply penalty to BWD due to skills&lt;br /&gt;
# Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks&lt;br /&gt;
#* Add bonus critical damage if a critical hit is rolled&lt;br /&gt;
# Damage randomization: roll for damage value between roughly 75% to 125% of MWD&lt;br /&gt;
#* Roll between roughly 125% to 175% of MWD if a critical hit&lt;br /&gt;
# Apply further randomization and range fall off for Explosives&lt;br /&gt;
# Subtract target DR&lt;br /&gt;
# Add any extra bonus damage from certain perks&lt;br /&gt;
&lt;br /&gt;
==Accuracy and Critical Chance==&lt;br /&gt;
All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance equal to the net result out of 100. The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack.&lt;br /&gt;
&lt;br /&gt;
Critical chance is likewise computed by adding up all sources of critical chance and subtracting any critical chance penalties. The [[Abilities_List_(Long_War)#Resilience|Resilience]] perk reduces critical chance to zero. Reaction fire can&#039;t critically hit without the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk or if the target is wearing the [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]].&lt;br /&gt;
&lt;br /&gt;
Overwatch fire receives unique multiplicative penalties. These are applied after normal hit chance is calculated.&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Aim===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* Aim of Shooter: ~65 (for average rookies)&lt;br /&gt;
* All [[Weapons (Long War)#Beam Lasers|beam laser-tech]] Weapons: +6&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment_(Long_War)#SHIV_modules|Smart-shell Pod]] [SHIV Equipment]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Holo-targeter]] [MEC Equipment]: +4 &lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Drum Mags]] [Small Item]: -4&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Rail Pistols]] [Foundry project]: +8 for sidearms only&lt;br /&gt;
* [[Abilities_List_(Long_War)#Band Of Warriors|Band of Warriors]] [Officer Perk]: +2 per continent bonus XCOM has earned&lt;br /&gt;
* [[Abilities_List_(Long_War)#So Others May Live|So Others May Live]] [Officer Perk]: +1 per mission survived with zero casualties (up to +8)&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Height Advantage (for being at a higher elevation than the target): +20&lt;br /&gt;
* Close Range Advantage (for being close to the target): +0 to 30 (doubled for Shotguns)&lt;br /&gt;
* Close Range Penalty (for being too close with a long-range weapon): -0 to 30&lt;br /&gt;
* Long Range Penalty (for being too far with a close-range weapon): -0 to 30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]] [Weapon Skill]: +30 for the &#039;&#039;Flush&#039;&#039; shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]] [Weapon Skill]: -10 for the &#039;&#039;Disabling Shot&#039;&#039;&lt;br /&gt;
* [[Abilities_List_(Long_War)#Rapid_Fire|Rapid Fire]] [Weapon Skill]: -15 for both attacks&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Deadeye|Deadeye]] [Perk]: +15 against flying enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 against targets in full cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Snapshot|Snapshot]] [Perk]: -10 after taking a costly action&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hyper-Reactive Pupils|Hyper-Reactive Pupils]] [Gene Mod]: +10 on any shot after a miss&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 until the end of the mission after taking damage&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Holo-Targeting|Holo-Targeting]] [Perk]: +10 against target until start of next turn&lt;br /&gt;
* Suppressed (as from [[Abilities_List_(Long_War)#Suppression|Suppression]] [Effect]: -30 for one turn or until the suppression ends&lt;br /&gt;
* Disoriented (as from e.g. [[Equipment (Long_War)#Support grenades|Flashbang]]) [Effect] : -50 for 2 turns&lt;br /&gt;
* Acid-covered (as from e.g. [[Equipment (Long_War)#Support grenades|Chem Grenade]]) [Effect]: -20 for 2-4 turns&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Defense===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* Defense of Target: ~0 (for average rookies)&lt;br /&gt;
* [[Primary Weapons (Long War)#Carbines|Plasma Carbine]] (Weapon): +6&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]] [Small Item]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: -6&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Abilities_List_(Long_War)#Esprit De Corps|Esprit de Corps]] [Officer Perk]: +5&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Half Cover: +30 (+60 hunkered)&lt;br /&gt;
* Full Cover: +45 (+90 hunkered)&lt;br /&gt;
* Flight Mode [Granted by [[Armor_(Long_War)#Soldier_armor|Antigrav]] armors]: +30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20&lt;br /&gt;
* [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch, before the first overwatch shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to allies in cover within 4 tiles&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 full turn&lt;br /&gt;
&lt;br /&gt;
===Sources of Critical Chance===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* All [[Weapons (Long War)#Pulse Lasers|Pulse-tech]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +4&lt;br /&gt;
* All [[Primary Weapons (Long War)#Assault_Rifles|Assault Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Battle_Rifles|Battle Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Shotguns|Shotguns]]: +16&lt;br /&gt;
* All [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]]: +12&lt;br /&gt;
* All [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]]: +20&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Reaper Pack]]: +16 for [[Weapons (Long War)#Beam Lasers|Beam]]/[[Weapons (Long War)#Pulse Lasers|Pulse]] weapons &lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Flanked or Exposed Target: +50&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hardened|Hardened]] [Perk] Target: -60 (-30 when shot by the [[Primary Weapons (Long War)#Sniper_Rifles|Gauss Long Rifle]])&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 while wounded&lt;br /&gt;
* [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30%&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]] [Perk]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range (negated if using Precision Shot)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combat_Drugs|Combat Drugs]]: +20 (smoke lasts for 2 turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_the_Zone|In the Zone]] [Perk]: -10 for each successive &#039;&#039;In the Zone&#039;&#039; kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind Merge|Mind Merge]] [Psi Ability]: +25% to target&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenal Neurosympathy|Adrenal Neurosympathy]] [Gene Mod]: +5% to all allies within LoS when the Gene Modded soldier gets a kill.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Penalties===&lt;br /&gt;
Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated. All penalties stack multiplicatively with each other.&lt;br /&gt;
&lt;br /&gt;
* Base Reaction Fire penalty: x0.7, or x0.5 if the target is dashing (removed if the shooter has the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lightning_Reflexes|Lightning Reflexes]]: x0.1 for the first shot, and x0.3 for each subsequent shot.&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]: x0.5&lt;br /&gt;
&lt;br /&gt;
==Damage Penalties==&lt;br /&gt;
Penalties to base damage from special skills are applied here. Because the damage is rounded down to the nearest integer, increasing weapon tech levels to an odd BWD will not increase the damage of special skills. Note that sources of extra damage are not reduced by these special skills, as they apply only to base damage.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]]: BWD is reduced to 50% of normal.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: BWD is reduced to 60% of normal.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: BWD is set to 1.&lt;br /&gt;
&lt;br /&gt;
==Computing Modified Weapon Damage (MWD)==&lt;br /&gt;
MWD is the sum of BWD and all the flat bonuses to weapon damage from equipped items and relevant perks. If a critical hit was previously rolled, all sources of critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step.&lt;br /&gt;
&lt;br /&gt;
Note that Mayhem Suppression always has an MWD of exactly 2 regardless of other additive modifiers, and no randomization is applied to it.&lt;br /&gt;
&lt;br /&gt;
===Sources of MWD===&lt;br /&gt;
* [[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to all [[Primary Weapons (Long War)|Primary Weapons]] and [[Secondary_Weapons_(Long_War)|Secondary Weapons]]&lt;br /&gt;
* [[Abilities_List_(Long_War)#Vital Point Targeting|Vital-Point Targeting]] [Perk]: +2 to [[Primary Weapons (Long War)|Primary Weapons]] &amp;amp; the [[Secondary_Weapons_(Long_War)#MEC_secondary_weapons|Kinetic Strike Module]], and +1 to [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]], vs. EXALT, Zombies, Outsiders and autopsied aliens&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mayhem|Mayhem]] [Perk]: +4 for [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]] and [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]] (Does not apply to Disabling Shot), +2 for all Explosives, +2 for [[Primary Weapons (Long War)#SAWs|SAWs]] and [[Primary Weapons (Long War)#LMGs|LMGs]], +1 for [[Abilities_List_(Long_War)#Flush|Flush]] attacks.&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_The_Zone|In the Zone]] [Perk]: -1 for each successive In The Zone kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 for HE &amp;amp; AP, and +2 for Alien [[Equipment (Long_War)#Explosives|Grenades]]&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to [[Weapons (Long War)#Conventional/Ballistic|Ballistic]] and [[Weapons (Long War)#Gauss|Gauss]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to [[Weapons (Long War)#Beam Lasers|Laser]] and [[Weapons (Long War)#Pulse Lasers|Pulse]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Plasma Stellerator]] [Small Item]: +1 to [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Reflex Pistols]] [Foundry Project]: +1 for all [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]]&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] [Foundry Project]: +1 for all [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Alien Grenades]] [Foundry Project]: +2 for [[Equipment (Long_War)#Explosives|AP Grenades]]&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Battle_Rifles|Heavy Plasma Rifle]] [Weapon]: +1 when steadied&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#LMGs|Plasma Dragon]] [Weapon]: +1 to flying targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#MEC_primary_weapons|Particle Cannon]] [MEC Weapon]: +1 to robotic targets&lt;br /&gt;
&lt;br /&gt;
===MWD Critical Hit Bonuses===&lt;br /&gt;
Note: the game adds all sources of critical damage before the ~50% critical hit bonus in the randomization step, but all in-game descriptions of bonus critical damage include the ~50% bonus, so in-game descriptions will be ~50% higher than mentioned here, but the net effect is the same in most cases.&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Perk]: +2 for Ballistic, Laser, and Gauss; +3 for Pulse; +4 for Plasma (for [[Primary_Weapons_(Long_War)#Sniper_Rifles|Sniper Rifles]] only)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Bring_Em_On|Bring Em On]] [Perk]: +1 damage for 1-2 visible enemies; +2 damage for 3-4 visible enemies; +3 damage for 5-6 visible enemies; +4 damage for 7 or more visible enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Killer_Instinct|Killer Instinct]] [Perk]: +33.4% of BWD, rounded up; ranges from +2 to +4 depending on weapon and tech level, see the [[Damage_(Long_War)#Killer_Instinct|chart]], below&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weapon]: +1 to Biological targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Shotguns|Reflex Cannon]] [Weapon]: +1 on targets within 4 tiles&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Marksman_Rifles|Reflex Rifle]] [Weapon]: +1 to flanked or exposed targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Sniper_Rifles|Plasma Sniper Rifle]] [Weapon]: +1 to targets beyond 35 range (~23 tiles)&lt;br /&gt;
&lt;br /&gt;
==Damage Randomization==&lt;br /&gt;
The purpose of the randomization is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD. For critical hits, the same length interval is used, except shifted to an average of ~MWD*1.5, though critical hits will cause always at least as much damage as the highest possible roll for a regular hit, and this requirement sometimes increases the average above 1.5*MWD. Damage Roulette changes the range from 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to 2*MWD; again, with the same damage range.&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values only. A die of size 2*MWD+2 is rolled, where each integer point of final damage is assigned up to four possible results on that die (except for the highest and lowest values, which may be assigned less). The weighted average of all possible results equals MWD. For a better understanding, reference the charts below.&lt;br /&gt;
&lt;br /&gt;
===MWD Randomization Table: Regular Hit===&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon&#039;s damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).&lt;br /&gt;
&lt;br /&gt;
===MWD Randomization Table: Critical Hit===&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon&#039;s damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row). Note that the average damage is shifted approximately 50% (or more) higher, and the lowest damage roll is always equal to or higher than the largest damage roll in the corresponding row of the regular hit table.&lt;br /&gt;
&lt;br /&gt;
==Extra Explosive RNG==&lt;br /&gt;
Each target takes less damage based on distance they are from the center of the explosion. Damage falls as the square of the radius, down to 25% at the edge. Following this falloff computation, there is additional variability: each target hit is equally likely to randomly roll +1, 0, or -1 to damage, reflecting a higher damage range than regular weapons.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction (DR). When a unit takes damage, the amount is reduced by the Damage Reduction value. The amount blocked by Damage Reduction can be seen in game as a blue shield icon below the normal red damage indication text after a shot.&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;
The steps to calculating DR are as follows:&lt;br /&gt;
# Flat Inherent DR is applied&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Percentage DR is applied (multiplicatively) to the remaining damage&lt;br /&gt;
# Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket&lt;br /&gt;
# Other effects that negate DR (except acid) are applied&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;
===Sources of DR===&lt;br /&gt;
&#039;&#039;&#039;Flat Inherent DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From Armor:&lt;br /&gt;
&lt;br /&gt;
* Alien Inherent DR: ranges from 0.0 to 9.0 depending on alien type and research level.&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Titan Armor]]: 0.5&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Archangel Armor]]: 0.3&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-1 Paladin]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-2 Defender]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-3 Valiant]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-4 Dauntless]]: 2.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-5 Devastator]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-6 Vanguard]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-7 Vindicator]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|SHIV]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Alloy SHIV]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Hover SHIV]]: 2.0&lt;br /&gt;
&lt;br /&gt;
Other Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: +1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Psi Screen]] [Small Item]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Iron_Skin|Iron Skin]] [Gene Mod]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damage_Control|Damage Control]] [Perk]: +1.5 for 2 turns after taking damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] [Psionic Ability]: +(&amp;lt;Will of caster&amp;gt; / 50)&lt;br /&gt;
* [[Abilities_List_(Long_War)#One_for_All|One for All]] [MEC Ability]: +1.0&lt;br /&gt;
&lt;br /&gt;
Note: each Ethereal still alive in the final Temple Ship room adds 15 bonus DR to the Uber Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Percentage DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage in excess of inherent DR has the following stacking multipliers applied to it. For instance, a Mechtoid with Psi Shield and Shock-Absorbent Armor who is attacked from close range reduces the resulting damage to 0.5*0.667 = 0.3335 of it&#039;s normal value, so a shot that rolled 21 damage deals 21*0.3335 = 7 damage, with 14 blocked by DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Psi_Shield|Psi Shield]] ([[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] ability): x0.5&lt;br /&gt;
* [[Equipment_(Long_War)#Utility_devices|Combat Stims]]: x0.6 if user is in cover and not flanked&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chitin Plating]]/[[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]: x0.6 versus melee damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shock_Absorbent_Armor|Shock-Absorbent Armor]]: x0.667 if source is within 4 tiles&lt;br /&gt;
* [[Abilities_List_(Long_War)#Absorption_Fields|Absorption Fields]]: x0.6 to any of the damage beyond 2 points (e.g. 12 → 2 + 10*0.6 = 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Cover DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies only if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
* [[Cover_(Long_War)|Low Cover]]: +0.667&lt;br /&gt;
* [[Cover_(Long_War)|Full Cover]]: +1.0&lt;br /&gt;
* Hunker Down: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Fortiores_Una|Fortiores Una]]: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Will_to_Survive|Will to Survive]]: 1.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat DR Reduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DR reduction cannot exceed the targets DR; that is, any DR reduction beyond that amount is ignored. Note that acid is in it&#039;s own separate category; reference the steps to calculating DR above.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combined_Arms|Combined Arms]] [Perk]: -1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Armor-Piercing Ammo]] [Small Item]: -2.0&lt;br /&gt;
* [[Weapons_(Long_War)#Gauss|Gauss]] Weapons: -0.34&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Quenchguns]] [Foundry Project]: -0.67, instead of -0.34 for normal [[Weapons_(Long_War)#Gauss|Gauss]] weapons&lt;br /&gt;
&lt;br /&gt;
==Bonus Damage==&lt;br /&gt;
Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Ammo]]: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4 rounded down, with a minimum increase of 1. Shredding can be completely negated by DR, but if the resulting damage after DR is non-zero, Shredding will always add at least 1 extra point of damage. The Shredder bonus does not apply to any extra damage from the other bonus sources in this list.&lt;br /&gt;
* [[Abilities_List_(Long_War)#HEAT_Ammo|HEAT Ammo]] &amp;amp; [[Abilities_List_(Long_War)#HEAT_Warheads|HEAT Warheads]]: If the target is robotic, HEAT adds a bonus of 0.5*BWD rounded down. Note that it adds Base Weapon Damage. Even if the attack was reduced to zero damage through DR, HEAT will still inflict it&#039;s full damage. Reference the charts below for a detailed breakdown on the bonus damage for each weapon type.&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Flak Ammo]]: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded up, or 2, whichever is higher. This is functionally similar to HEAT ammo. Most weapons gain a bonus of 2 from Flak Ammo; weapons with base damage of between 11 and 15 gain 3.&lt;br /&gt;
&lt;br /&gt;
==Multiplicative Damage Perk Charts==&lt;br /&gt;
===HEAT Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Ammo bonus damage, by weapon:&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SAW&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| LMG&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SHIV Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| MEC Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heat Warheads===&lt;br /&gt;
HEAT Warheads bonus damage for grenades:&lt;br /&gt;
*HE Grenade: +2&lt;br /&gt;
*AP Grenade: +2&lt;br /&gt;
*Alien Grenade: +2&lt;br /&gt;
&lt;br /&gt;
HEAT Warheads bonus damage for rockets:&lt;br /&gt;
*Rocket Launcher: +3&lt;br /&gt;
*Recoilless Rifle: +4&lt;br /&gt;
*Blaster Launcher: +6&lt;br /&gt;
&lt;br /&gt;
===Killer Instinct===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Bonus added to MWD on critical hits, per weapon:&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Carbines&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Assault Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Battle Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | SMGs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Shotguns&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Pistols&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Machine Pistols&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2 &lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that critical hits are scaled up by ~50% in the damage randomization step, so all values here will be increased by 50% for the purposes of their effect on final damage.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=119505</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=119505"/>
		<updated>2024-07-31T00:45:47Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* MWD Critical Hit Bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|80}}&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&#039;&#039;&#039;Base Weapon Damage&#039;&#039;&#039; (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon damage ranges shown in game in Barracks are computed from this stat based on the randomization process, with an algorithm designed by Amineri for Long War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modified Weapon Damage&#039;&#039;&#039; (MWD): This is the median damage after most modifiers, on which the randomization process (+/- 25%) is applied.  Increases to MWD, such as &#039;&#039;Ranger&#039;&#039; and &#039;&#039;Vital Point Targeting&#039;&#039;, increase the overall damage range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Calculation==&lt;br /&gt;
Steps for calculating damage:&lt;br /&gt;
&lt;br /&gt;
# Roll for hit chance and crit chance&lt;br /&gt;
# Apply penalty to BWD due to skills&lt;br /&gt;
# Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks&lt;br /&gt;
#* Add bonus critical damage if a critical hit is rolled&lt;br /&gt;
# Damage randomization: roll for damage value between roughly 75% to 125% of MWD&lt;br /&gt;
#* Roll between roughly 125% to 175% of MWD if a critical hit&lt;br /&gt;
# Apply further randomization and range fall off for Explosives&lt;br /&gt;
# Subtract target DR&lt;br /&gt;
# Add any extra bonus damage from certain perks&lt;br /&gt;
&lt;br /&gt;
==Accuracy and Critical Chance==&lt;br /&gt;
All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance equal to the net result out of 100. The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack.&lt;br /&gt;
&lt;br /&gt;
Critical chance is likewise computed by adding up all sources of critical chance and subtracting any critical chance penalties. The [[Abilities_List_(Long_War)#Resilience|Resilience]] perk reduces critical chance to zero. Reaction fire can&#039;t critically hit without the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk or if the target is wearing the [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]].&lt;br /&gt;
&lt;br /&gt;
Overwatch fire receives unique multiplicative penalties. These are applied after normal hit chance is calculated.&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Aim===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* Aim of Shooter: ~65 (for average rookies)&lt;br /&gt;
* All [[Weapons (Long War)#Beam Lasers|beam laser-tech]] Weapons: +6&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment_(Long_War)#SHIV_modules|Smart-shell Pod]] [SHIV Equipment]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Holo-targeter]] [MEC Equipment]: +4 &lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Drum Mags]] [Small Item]: -4&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Rail Pistols]] [Foundry project]: +8 for sidearms only&lt;br /&gt;
* [[Abilities_List_(Long_War)#Band Of Warriors|Band of Warriors]] [Officer Perk]: +2 per continent bonus XCOM has earned&lt;br /&gt;
* [[Abilities_List_(Long_War)#So Others May Live|So Others May Live]] [Officer Perk]: +1 per mission survived with zero casualties (up to +8)&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Height Advantage (for being at a higher elevation than the target): +20&lt;br /&gt;
* Close Range Advantage (for being close to the target): +0 to 30 (doubled for Shotguns)&lt;br /&gt;
* Close Range Penalty (for being too close with a long-range weapon): -0 to 30&lt;br /&gt;
* Long Range Penalty (for being too far with a close-range weapon): -0 to 30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]] [Weapon Skill]: +30 for the &#039;&#039;Flush&#039;&#039; shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]] [Weapon Skill]: -10 for the &#039;&#039;Disabling Shot&#039;&#039;&lt;br /&gt;
* [[Abilities_List_(Long_War)#Rapid_Fire|Rapid Fire]] [Weapon Skill]: -15 for both attacks&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Deadeye|Deadeye]] [Perk]: +15 against flying enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 against targets in full cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Snapshot|Snapshot]] [Perk]: -10 after taking a costly action&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hyper-Reactive Pupils|Hyper-Reactive Pupils]] [Gene Mod]: +10 on any shot after a miss&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 until the end of the mission after taking damage&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Holo-Targeting|Holo-Targeting]] [Perk]: +10 against target until start of next turn&lt;br /&gt;
* Suppressed (as from [[Abilities_List_(Long_War)#Suppression|Suppression]] [Effect]: -30 for one turn or until the suppression ends&lt;br /&gt;
* Disoriented (as from e.g. [[Equipment (Long_War)#Support grenades|Flashbang]]) [Effect] : -50 for 2 turns&lt;br /&gt;
* Acid-covered (as from e.g. [[Equipment (Long_War)#Support grenades|Chem Grenade]]) [Effect]: -20 for 2-4 turns&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Defense===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* Defense of Target: ~0 (for average rookies)&lt;br /&gt;
* [[Primary Weapons (Long War)#Carbines|Plasma Carbine]] (Weapon): +6&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]] [Small Item]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: -6&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Abilities_List_(Long_War)#Esprit De Corps|Esprit de Corps]] [Officer Perk]: +5&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Half Cover: +30 (+60 hunkered)&lt;br /&gt;
* Full Cover: +45 (+90 hunkered)&lt;br /&gt;
* Flight Mode [Granted by [[Armor_(Long_War)#Soldier_armor|Antigrav]] armors]: +30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20&lt;br /&gt;
* [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch, before the first overwatch shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to allies in cover within 4 tiles&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 full turn&lt;br /&gt;
&lt;br /&gt;
===Sources of Critical Chance===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* All [[Weapons (Long War)#Pulse Lasers|Pulse-tech]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +4&lt;br /&gt;
* All [[Primary Weapons (Long War)#Assault_Rifles|Assault Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Battle_Rifles|Battle Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Shotguns|Shotguns]]: +16&lt;br /&gt;
* All [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]]: +12&lt;br /&gt;
* All [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]]: +20&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Reaper Pack]]: +16 for [[Weapons (Long War)#Beam Lasers|Beam]]/[[Weapons (Long War)#Pulse Lasers|Pulse]] weapons &lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Flanked or Exposed Target: +50&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hardened|Hardened]] [Perk] Target: -60 (-30 when shot by the [[Primary Weapons (Long War)#Sniper_Rifles|Gauss Long Rifle]])&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 while wounded&lt;br /&gt;
* [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30%&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]] [Perk]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range (negated if using Precision Shot)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combat_Drugs|Combat Drugs]]: +20 (smoke lasts for 2 turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_the_Zone|In the Zone]] [Perk]: -10 for each successive &#039;&#039;In the Zone&#039;&#039; kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind Merge|Mind Merge]] [Psi Ability]: +25% to target&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenal Neurosympathy|Adrenal Neurosympathy]] [Gene Mod]: +5% to all allies within LoS when the Gene Modded soldier gets a kill.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Penalties===&lt;br /&gt;
Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated. All penalties stack multiplicatively with each other.&lt;br /&gt;
&lt;br /&gt;
* Base Reaction Fire penalty: x0.7, or x0.5 if the target is dashing (removed if the shooter has the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lightning_Reflexes|Lightning Reflexes]]: x0.1 for the first shot, and x0.3 for each subsequent shot.&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]: x0.5&lt;br /&gt;
&lt;br /&gt;
==Damage Penalties==&lt;br /&gt;
Penalties to base damage from special skills are applied here. Because the damage is rounded down to the nearest integer, increasing weapon tech levels to an odd BWD will not increase the damage of special skills. Note that sources of extra damage are not reduced by these special skills, as they apply only to base damage.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]]: BWD is reduced to 50% of normal.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: BWD is reduced to 60% of normal.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: BWD is set to 1.&lt;br /&gt;
&lt;br /&gt;
==Computing Modified Weapon Damage (MWD)==&lt;br /&gt;
MWD is the sum of BWD and all the flat bonuses to weapon damage from equipped items and relevant perks. If a critical hit was previously rolled, all sources of critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step.&lt;br /&gt;
&lt;br /&gt;
Note that Mayhem Suppression always has an MWD of exactly 2 regardless of other additive modifiers, and no randomization is applied to it.&lt;br /&gt;
&lt;br /&gt;
===Sources of MWD===&lt;br /&gt;
* [[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to all [[Primary Weapons (Long War)|Primary Weapons]] and [[Secondary_Weapons_(Long_War)|Secondary Weapons]]&lt;br /&gt;
* [[Abilities_List_(Long_War)#Vital Point Targeting|Vital-Point Targeting]] [Perk]: +2 to [[Primary Weapons (Long War)|Primary Weapons]] &amp;amp; the [[Secondary_Weapons_(Long_War)#MEC_secondary_weapons|Kinetic Strike Module]], and +1 to [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]], vs. EXALT, Zombies, Outsiders and autopsied aliens&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mayhem|Mayhem]] [Perk]: +4 for [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]] and [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]] (Does not apply to Disabling Shot), +2 for all Explosives, +2 for [[Primary Weapons (Long War)#SAWs|SAWs]] and [[Primary Weapons (Long War)#LMGs|LMGs]], +1 for [[Abilities_List_(Long_War)#Flush|Flush]] attacks.&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_The_Zone|In the Zone]] [Perk]: -1 for each successive In The Zone kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 for HE &amp;amp; AP, and +2 for Alien [[Equipment (Long_War)#Explosives|Grenades]]&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to [[Weapons (Long War)#Conventional/Ballistic|Ballistic]] and [[Weapons (Long War)#Gauss|Gauss]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to [[Weapons (Long War)#Beam Lasers|Laser]] and [[Weapons (Long War)#Pulse Lasers|Pulse]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Plasma Stellerator]] [Small Item]: +1 to [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Reflex Pistols]] [Foundry Project]: +1 for all [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]]&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] [Foundry Project]: +1 for all [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Alien Grenades]] [Foundry Project]: +2 for [[Equipment (Long_War)#Explosives|AP Grenades]]&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Battle_Rifles|Heavy Plasma Rifle]] [Weapon]: +1 when steadied&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#LMGs|Plasma Dragon]] [Weapon]: +1 to flying targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#MEC_primary_weapons|Particle Cannon]] [MEC Weapon]: +1 to robotic targets&lt;br /&gt;
&lt;br /&gt;
===MWD Critical Hit Bonuses===&lt;br /&gt;
Note: the game adds all sources of critical damage before the ~50% critical hit bonus in the randomization step, but all in-game descriptions of bonus critical damage include the ~50% bonus, so in-game descriptions will be ~50% higher than mentioned here, but the net effect is the same in most cases.&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Perk]: +2 for Ballistic, Laser, and Gauss; +3 for Pulse; +4 for Plasma (for [[Primary_Weapons_(Long_War)#Sniper_Rifles|Sniper Rifles]] only)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Bring_Em_On|Bring Em On]] [Perk]: +1 damage for 1-2 visible enemies; +2 damage for 3-4 visible enemies; +3 damage for 5-6 visible enemies; +4 damage for 7 or more visible enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Killer_Instinct|Killer Instinct]] [Perk]: +33.4% of BWD, rounded up; ranges from +2 to +4 depending on weapon and tech level, see the [[Damage_(Long_War)#Killer_Instinct|chart]], below&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weapon]: +1 to Biological targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Shotguns|Reflex Cannon]] [Weapon]: +1 on targets within 4 tiles&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Marksman_Rifles|Reflex Rifle]] [Weapon]: +1 to flanked or exposed targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Sniper_Rifles|Plasma Sniper Rifle]] [Weapon]: +1 to targets beyond 35 range (~23 tiles)&lt;br /&gt;
&lt;br /&gt;
==Damage Randomization==&lt;br /&gt;
The purpose of the randomization is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD. For critical hits, the same length interval is used, except shifted to an average of ~MWD*1.5, though critical hits will cause always at least as much damage as the highest possible roll for a regular hit, and this requirement sometimes increases the average above 1.5*MWD. Damage Roulette changes the range from 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to 2*MWD; again, with the same damage range.&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values only. A die of size 2*MWD+2 is rolled, where each integer point of final damage is assigned up to four possible results on that die (except for the highest and lowest values, which may be assigned less). The weighted average of all possible results equals MWD. For a better understanding, reference the charts below.&lt;br /&gt;
&lt;br /&gt;
===MWD Randomization Table: Regular Hit===&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon&#039;s damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).&lt;br /&gt;
&lt;br /&gt;
===MWD Randomization Table: Critical Hit===&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon&#039;s damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row). Note that the average damage is shifted approximately 50% (or more) higher, and the lowest damage roll is always equal to or higher than the largest damage roll in the corresponding row of the regular hit table.&lt;br /&gt;
&lt;br /&gt;
==Extra Explosive RNG==&lt;br /&gt;
Each unit has the damage reduced based on distance from the center. Damage falls as the square of the radius, down to 25% at the edge.&lt;br /&gt;
&lt;br /&gt;
Explosives also have extra RNG associated with them. Each target hit is equally likely to randomly roll +1, 0, or -1 to damage, reflecting a higher damage range than regular weapons.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction (DR). When a unit takes damage, the amount is reduced by the Damage Reduction value. The amount blocked by Damage Reduction can be seen in game as a blue shield icon below the normal red damage indication text after a shot.&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;
The steps to calculating DR are as follows:&lt;br /&gt;
# Flat Inherent DR is applied&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Percentage DR is applied (multiplicatively) to the remaining damage&lt;br /&gt;
# Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket&lt;br /&gt;
# Other effects that negate DR (except acid) are applied&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;
===Sources of DR===&lt;br /&gt;
&#039;&#039;&#039;Flat Inherent DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From Armor:&lt;br /&gt;
&lt;br /&gt;
* Alien Inherent DR: ranges from 0.0 to 9.0 depending on alien type and research level.&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Titan Armor]]: 0.5&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Archangel Armor]]: 0.3&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-1 Paladin]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-2 Defender]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-3 Valiant]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-4 Dauntless]]: 2.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-5 Devastator]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-6 Vanguard]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-7 Vindicator]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|SHIV]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Alloy SHIV]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Hover SHIV]]: 2.0&lt;br /&gt;
&lt;br /&gt;
Other Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: +1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Psi Screen]] [Small Item]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Iron_Skin|Iron Skin]] [Gene Mod]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damage_Control|Damage Control]] [Perk]: +1.5 for 2 turns after taking damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] [Psionic Ability]: +(&amp;lt;Will of caster&amp;gt; / 50)&lt;br /&gt;
* [[Abilities_List_(Long_War)#One_for_All|One for All]] [MEC Ability]: +1.0&lt;br /&gt;
&lt;br /&gt;
Note: each Ethereal still alive in the final Temple Ship room adds 15 bonus DR to the Uber Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Percentage DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage in excess of inherent DR has the following stacking multipliers applied to it. For instance, a Mechtoid with Psi Shield and Shock-Absorbent Armor who is attacked from close range reduces the resulting damage to 0.5*0.667 = 0.3335 of it&#039;s normal value, so a shot that rolled 21 damage deals 21*0.3335 = 7 damage, with 14 blocked by DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Psi_Shield|Psi Shield]] ([[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] ability): x0.5&lt;br /&gt;
* [[Equipment_(Long_War)#Utility_devices|Combat Stims]]: x0.6 if user is in cover and not flanked&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chitin Plating]]/[[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]: x0.6 versus melee damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shock_Absorbent_Armor|Shock-Absorbent Armor]]: x0.667 if source is within 4 tiles&lt;br /&gt;
* [[Abilities_List_(Long_War)#Absorption_Fields|Absorption Fields]]: x0.6 to any of the damage beyond 2 points (e.g. 12 → 2 + 10*0.6 = 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Cover DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies only if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
* [[Cover_(Long_War)|Low Cover]]: +0.667&lt;br /&gt;
* [[Cover_(Long_War)|Full Cover]]: +1.0&lt;br /&gt;
* Hunker Down: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Fortiores_Una|Fortiores Una]]: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Will_to_Survive|Will to Survive]]: 1.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat DR Reduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DR reduction cannot exceed the targets DR; that is, any DR reduction beyond that amount is ignored. Note that acid is in it&#039;s own separate category; reference the steps to calculating DR above.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combined_Arms|Combined Arms]] [Perk]: -1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Armor-Piercing Ammo]] [Small Item]: -2.0&lt;br /&gt;
* [[Weapons_(Long_War)#Gauss|Gauss]] Weapons: -0.34&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Quenchguns]] [Foundry Project]: -0.67, instead of -0.34 for normal [[Weapons_(Long_War)#Gauss|Gauss]] weapons&lt;br /&gt;
&lt;br /&gt;
==Bonus Damage==&lt;br /&gt;
Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Ammo]]: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4 rounded down, with a minimum increase of 1. Shredding can be completely negated by DR, but if the resulting damage after DR is non-zero, Shredding will always add at least 1 extra point of damage. The Shredder bonus does not apply to any extra damage from the other bonus sources in this list.&lt;br /&gt;
* [[Abilities_List_(Long_War)#HEAT_Ammo|HEAT Ammo]] &amp;amp; [[Abilities_List_(Long_War)#HEAT_Warheads|HEAT Warheads]]: If the target is robotic, HEAT adds a bonus of 0.5*BWD rounded down. Note that it adds Base Weapon Damage. Even if the attack was reduced to zero damage through DR, HEAT will still inflict it&#039;s full damage. Reference the charts below for a detailed breakdown on the bonus damage for each weapon type.&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Flak Ammo]]: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded up, or 2, whichever is higher. This is functionally similar to HEAT ammo. Most weapons gain a bonus of 2 from Flak Ammo; weapons with base damage of between 11 and 15 gain 3.&lt;br /&gt;
&lt;br /&gt;
==Multiplicative Damage Perk Charts==&lt;br /&gt;
===HEAT Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Ammo bonus damage, by weapon:&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SAW&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| LMG&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SHIV Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| MEC Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heat Warheads===&lt;br /&gt;
HEAT Warheads bonus damage for grenades:&lt;br /&gt;
*HE Grenade: +2&lt;br /&gt;
*AP Grenade: +2&lt;br /&gt;
*Alien Grenade: +2&lt;br /&gt;
&lt;br /&gt;
HEAT Warheads bonus damage for rockets:&lt;br /&gt;
*Rocket Launcher: +3&lt;br /&gt;
*Recoilless Rifle: +4&lt;br /&gt;
*Blaster Launcher: +6&lt;br /&gt;
&lt;br /&gt;
===Killer Instinct===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Bonus added to MWD on critical hits, per weapon:&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Carbines&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Assault Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Battle Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | SMGs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Shotguns&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Pistols&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Machine Pistols&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2 &lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that critical hits are scaled up by ~50% in the damage randomization step, so all values here will be increased by 50% for the purposes of their effect on final damage.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=119504</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=119504"/>
		<updated>2024-07-31T00:43:40Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Damage Penalties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|80}}&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&#039;&#039;&#039;Base Weapon Damage&#039;&#039;&#039; (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon damage ranges shown in game in Barracks are computed from this stat based on the randomization process, with an algorithm designed by Amineri for Long War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modified Weapon Damage&#039;&#039;&#039; (MWD): This is the median damage after most modifiers, on which the randomization process (+/- 25%) is applied.  Increases to MWD, such as &#039;&#039;Ranger&#039;&#039; and &#039;&#039;Vital Point Targeting&#039;&#039;, increase the overall damage range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Calculation==&lt;br /&gt;
Steps for calculating damage:&lt;br /&gt;
&lt;br /&gt;
# Roll for hit chance and crit chance&lt;br /&gt;
# Apply penalty to BWD due to skills&lt;br /&gt;
# Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks&lt;br /&gt;
#* Add bonus critical damage if a critical hit is rolled&lt;br /&gt;
# Damage randomization: roll for damage value between roughly 75% to 125% of MWD&lt;br /&gt;
#* Roll between roughly 125% to 175% of MWD if a critical hit&lt;br /&gt;
# Apply further randomization and range fall off for Explosives&lt;br /&gt;
# Subtract target DR&lt;br /&gt;
# Add any extra bonus damage from certain perks&lt;br /&gt;
&lt;br /&gt;
==Accuracy and Critical Chance==&lt;br /&gt;
All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance equal to the net result out of 100. The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack.&lt;br /&gt;
&lt;br /&gt;
Critical chance is likewise computed by adding up all sources of critical chance and subtracting any critical chance penalties. The [[Abilities_List_(Long_War)#Resilience|Resilience]] perk reduces critical chance to zero. Reaction fire can&#039;t critically hit without the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk or if the target is wearing the [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]].&lt;br /&gt;
&lt;br /&gt;
Overwatch fire receives unique multiplicative penalties. These are applied after normal hit chance is calculated.&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Aim===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* Aim of Shooter: ~65 (for average rookies)&lt;br /&gt;
* All [[Weapons (Long War)#Beam Lasers|beam laser-tech]] Weapons: +6&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment_(Long_War)#SHIV_modules|Smart-shell Pod]] [SHIV Equipment]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Holo-targeter]] [MEC Equipment]: +4 &lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Drum Mags]] [Small Item]: -4&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Rail Pistols]] [Foundry project]: +8 for sidearms only&lt;br /&gt;
* [[Abilities_List_(Long_War)#Band Of Warriors|Band of Warriors]] [Officer Perk]: +2 per continent bonus XCOM has earned&lt;br /&gt;
* [[Abilities_List_(Long_War)#So Others May Live|So Others May Live]] [Officer Perk]: +1 per mission survived with zero casualties (up to +8)&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Height Advantage (for being at a higher elevation than the target): +20&lt;br /&gt;
* Close Range Advantage (for being close to the target): +0 to 30 (doubled for Shotguns)&lt;br /&gt;
* Close Range Penalty (for being too close with a long-range weapon): -0 to 30&lt;br /&gt;
* Long Range Penalty (for being too far with a close-range weapon): -0 to 30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]] [Weapon Skill]: +30 for the &#039;&#039;Flush&#039;&#039; shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]] [Weapon Skill]: -10 for the &#039;&#039;Disabling Shot&#039;&#039;&lt;br /&gt;
* [[Abilities_List_(Long_War)#Rapid_Fire|Rapid Fire]] [Weapon Skill]: -15 for both attacks&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Deadeye|Deadeye]] [Perk]: +15 against flying enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 against targets in full cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Snapshot|Snapshot]] [Perk]: -10 after taking a costly action&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hyper-Reactive Pupils|Hyper-Reactive Pupils]] [Gene Mod]: +10 on any shot after a miss&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 until the end of the mission after taking damage&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Holo-Targeting|Holo-Targeting]] [Perk]: +10 against target until start of next turn&lt;br /&gt;
* Suppressed (as from [[Abilities_List_(Long_War)#Suppression|Suppression]] [Effect]: -30 for one turn or until the suppression ends&lt;br /&gt;
* Disoriented (as from e.g. [[Equipment (Long_War)#Support grenades|Flashbang]]) [Effect] : -50 for 2 turns&lt;br /&gt;
* Acid-covered (as from e.g. [[Equipment (Long_War)#Support grenades|Chem Grenade]]) [Effect]: -20 for 2-4 turns&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Defense===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* Defense of Target: ~0 (for average rookies)&lt;br /&gt;
* [[Primary Weapons (Long War)#Carbines|Plasma Carbine]] (Weapon): +6&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]] [Small Item]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: -6&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Abilities_List_(Long_War)#Esprit De Corps|Esprit de Corps]] [Officer Perk]: +5&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Half Cover: +30 (+60 hunkered)&lt;br /&gt;
* Full Cover: +45 (+90 hunkered)&lt;br /&gt;
* Flight Mode [Granted by [[Armor_(Long_War)#Soldier_armor|Antigrav]] armors]: +30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20&lt;br /&gt;
* [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch, before the first overwatch shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to allies in cover within 4 tiles&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 full turn&lt;br /&gt;
&lt;br /&gt;
===Sources of Critical Chance===&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* All [[Weapons (Long War)#Pulse Lasers|Pulse-tech]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +4&lt;br /&gt;
* All [[Primary Weapons (Long War)#Assault_Rifles|Assault Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Battle_Rifles|Battle Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Shotguns|Shotguns]]: +16&lt;br /&gt;
* All [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]]: +12&lt;br /&gt;
* All [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]]: +20&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Reaper Pack]]: +16 for [[Weapons (Long War)#Beam Lasers|Beam]]/[[Weapons (Long War)#Pulse Lasers|Pulse]] weapons &lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Flanked or Exposed Target: +50&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hardened|Hardened]] [Perk] Target: -60 (-30 when shot by the [[Primary Weapons (Long War)#Sniper_Rifles|Gauss Long Rifle]])&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 while wounded&lt;br /&gt;
* [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30%&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]] [Perk]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range (negated if using Precision Shot)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combat_Drugs|Combat Drugs]]: +20 (smoke lasts for 2 turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_the_Zone|In the Zone]] [Perk]: -10 for each successive &#039;&#039;In the Zone&#039;&#039; kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind Merge|Mind Merge]] [Psi Ability]: +25% to target&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenal Neurosympathy|Adrenal Neurosympathy]] [Gene Mod]: +5% to all allies within LoS when the Gene Modded soldier gets a kill.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Penalties===&lt;br /&gt;
Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated. All penalties stack multiplicatively with each other.&lt;br /&gt;
&lt;br /&gt;
* Base Reaction Fire penalty: x0.7, or x0.5 if the target is dashing (removed if the shooter has the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lightning_Reflexes|Lightning Reflexes]]: x0.1 for the first shot, and x0.3 for each subsequent shot.&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]: x0.5&lt;br /&gt;
&lt;br /&gt;
==Damage Penalties==&lt;br /&gt;
Penalties to base damage from special skills are applied here. Because the damage is rounded down to the nearest integer, increasing weapon tech levels to an odd BWD will not increase the damage of special skills. Note that sources of extra damage are not reduced by these special skills, as they apply only to base damage.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]]: BWD is reduced to 50% of normal.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: BWD is reduced to 60% of normal.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: BWD is set to 1.&lt;br /&gt;
&lt;br /&gt;
==Computing Modified Weapon Damage (MWD)==&lt;br /&gt;
MWD is the sum of BWD and all the flat bonuses to weapon damage from equipped items and relevant perks. If a critical hit was previously rolled, all sources of critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step.&lt;br /&gt;
&lt;br /&gt;
Note that Mayhem Suppression always has an MWD of exactly 2 regardless of other additive modifiers, and no randomization is applied to it.&lt;br /&gt;
&lt;br /&gt;
===Sources of MWD===&lt;br /&gt;
* [[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to all [[Primary Weapons (Long War)|Primary Weapons]] and [[Secondary_Weapons_(Long_War)|Secondary Weapons]]&lt;br /&gt;
* [[Abilities_List_(Long_War)#Vital Point Targeting|Vital-Point Targeting]] [Perk]: +2 to [[Primary Weapons (Long War)|Primary Weapons]] &amp;amp; the [[Secondary_Weapons_(Long_War)#MEC_secondary_weapons|Kinetic Strike Module]], and +1 to [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]], vs. EXALT, Zombies, Outsiders and autopsied aliens&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mayhem|Mayhem]] [Perk]: +4 for [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]] and [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]] (Does not apply to Disabling Shot), +2 for all Explosives, +2 for [[Primary Weapons (Long War)#SAWs|SAWs]] and [[Primary Weapons (Long War)#LMGs|LMGs]], +1 for [[Abilities_List_(Long_War)#Flush|Flush]] attacks.&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_The_Zone|In the Zone]] [Perk]: -1 for each successive In The Zone kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 for HE &amp;amp; AP, and +2 for Alien [[Equipment (Long_War)#Explosives|Grenades]]&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to [[Weapons (Long War)#Conventional/Ballistic|Ballistic]] and [[Weapons (Long War)#Gauss|Gauss]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to [[Weapons (Long War)#Beam Lasers|Laser]] and [[Weapons (Long War)#Pulse Lasers|Pulse]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Plasma Stellerator]] [Small Item]: +1 to [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Reflex Pistols]] [Foundry Project]: +1 for all [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]]&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] [Foundry Project]: +1 for all [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Alien Grenades]] [Foundry Project]: +2 for [[Equipment (Long_War)#Explosives|AP Grenades]]&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Battle_Rifles|Heavy Plasma Rifle]] [Weapon]: +1 when steadied&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#LMGs|Plasma Dragon]] [Weapon]: +1 to flying targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#MEC_primary_weapons|Particle Cannon]] [MEC Weapon]: +1 to robotic targets&lt;br /&gt;
&lt;br /&gt;
===MWD Critical Hit Bonuses===&lt;br /&gt;
Note: the game adds all sources of critical damage before the ~50% critical hit bonus in the randomization step, but all in-game descriptions of bonus critical damage include the ~50% bonus, so in-game descriptions will be ~50% higher than mentioned here, but the net effect is the same in most cases.&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +2 for Ballistic, Laser, and Gauss; +3 for Pulse; +4 for Plasma (for [[Primary_Weapons_(Long_War)#Sniper_Rifles|Sniper Rifles]] only)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Bring_Em_On|Bring Em On]] [Perk]: +1 damage for 1-2 visible enemies; +2 damage for 3-4 visible enemies; +3 damage for 5-6 visible enemies; +4 damage for 7 or more visible enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Killer_Instinct|Killer Instinct]] [Perk]: +33.4% of BWD, rounded up; ranges from +2 to +4 depending on weapon and tech level, see the [[Damage_(Long_War)#Killer_Instinct|chart]], below&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weappn]: +1 to Biological targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Shotguns|Reflex Cannon]] [Weapon]: +1 on targets within 4 tiles&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Marksman_Rifles|Reflex Rifle]] [Weapon]: +1 to flanked or exposed targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Sniper_Rifles|Plasma Sniper Rifle]] [Weapon]: +1 to targets beyond 35 range (~23 tiles)&lt;br /&gt;
&lt;br /&gt;
==Damage Randomization==&lt;br /&gt;
The purpose of the randomization is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD. For critical hits, the same length interval is used, except shifted to an average of ~MWD*1.5, though critical hits will cause always at least as much damage as the highest possible roll for a regular hit, and this requirement sometimes increases the average above 1.5*MWD. Damage Roulette changes the range from 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to 2*MWD; again, with the same damage range.&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values only. A die of size 2*MWD+2 is rolled, where each integer point of final damage is assigned up to four possible results on that die (except for the highest and lowest values, which may be assigned less). The weighted average of all possible results equals MWD. For a better understanding, reference the charts below.&lt;br /&gt;
&lt;br /&gt;
===MWD Randomization Table: Regular Hit===&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon&#039;s damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).&lt;br /&gt;
&lt;br /&gt;
===MWD Randomization Table: Critical Hit===&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system. The rightmost column has weapon&#039;s damage range (min,max) for that MWD. The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row). Note that the average damage is shifted approximately 50% (or more) higher, and the lowest damage roll is always equal to or higher than the largest damage roll in the corresponding row of the regular hit table.&lt;br /&gt;
&lt;br /&gt;
==Extra Explosive RNG==&lt;br /&gt;
Each unit has the damage reduced based on distance from the center. Damage falls as the square of the radius, down to 25% at the edge.&lt;br /&gt;
&lt;br /&gt;
Explosives also have extra RNG associated with them. Each target hit is equally likely to randomly roll +1, 0, or -1 to damage, reflecting a higher damage range than regular weapons.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction (DR). When a unit takes damage, the amount is reduced by the Damage Reduction value. The amount blocked by Damage Reduction can be seen in game as a blue shield icon below the normal red damage indication text after a shot.&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;
The steps to calculating DR are as follows:&lt;br /&gt;
# Flat Inherent DR is applied&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Percentage DR is applied (multiplicatively) to the remaining damage&lt;br /&gt;
# Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket&lt;br /&gt;
# Other effects that negate DR (except acid) are applied&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;
===Sources of DR===&lt;br /&gt;
&#039;&#039;&#039;Flat Inherent DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From Armor:&lt;br /&gt;
&lt;br /&gt;
* Alien Inherent DR: ranges from 0.0 to 9.0 depending on alien type and research level.&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Titan Armor]]: 0.5&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Archangel Armor]]: 0.3&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-1 Paladin]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-2 Defender]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-3 Valiant]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-4 Dauntless]]: 2.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-5 Devastator]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-6 Vanguard]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-7 Vindicator]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|SHIV]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Alloy SHIV]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Hover SHIV]]: 2.0&lt;br /&gt;
&lt;br /&gt;
Other Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: +1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Psi Screen]] [Small Item]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Iron_Skin|Iron Skin]] [Gene Mod]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damage_Control|Damage Control]] [Perk]: +1.5 for 2 turns after taking damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] [Psionic Ability]: +(&amp;lt;Will of caster&amp;gt; / 50)&lt;br /&gt;
* [[Abilities_List_(Long_War)#One_for_All|One for All]] [MEC Ability]: +1.0&lt;br /&gt;
&lt;br /&gt;
Note: each Ethereal still alive in the final Temple Ship room adds 15 bonus DR to the Uber Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Percentage DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage in excess of inherent DR has the following stacking multipliers applied to it. For instance, a Mechtoid with Psi Shield and Shock-Absorbent Armor who is attacked from close range reduces the resulting damage to 0.5*0.667 = 0.3335 of it&#039;s normal value, so a shot that rolled 21 damage deals 21*0.3335 = 7 damage, with 14 blocked by DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Psi_Shield|Psi Shield]] ([[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] ability): x0.5&lt;br /&gt;
* [[Equipment_(Long_War)#Utility_devices|Combat Stims]]: x0.6 if user is in cover and not flanked&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chitin Plating]]/[[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]: x0.6 versus melee damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shock_Absorbent_Armor|Shock-Absorbent Armor]]: x0.667 if source is within 4 tiles&lt;br /&gt;
* [[Abilities_List_(Long_War)#Absorption_Fields|Absorption Fields]]: x0.6 to any of the damage beyond 2 points (e.g. 12 → 2 + 10*0.6 = 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Cover DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies only if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
* [[Cover_(Long_War)|Low Cover]]: +0.667&lt;br /&gt;
* [[Cover_(Long_War)|Full Cover]]: +1.0&lt;br /&gt;
* Hunker Down: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Fortiores_Una|Fortiores Una]]: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Will_to_Survive|Will to Survive]]: 1.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat DR Reduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DR reduction cannot exceed the targets DR; that is, any DR reduction beyond that amount is ignored. Note that acid is in it&#039;s own separate category; reference the steps to calculating DR above.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combined_Arms|Combined Arms]] [Perk]: -1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Armor-Piercing Ammo]] [Small Item]: -2.0&lt;br /&gt;
* [[Weapons_(Long_War)#Gauss|Gauss]] Weapons: -0.34&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Quenchguns]] [Foundry Project]: -0.67, instead of -0.34 for normal [[Weapons_(Long_War)#Gauss|Gauss]] weapons&lt;br /&gt;
&lt;br /&gt;
==Bonus Damage==&lt;br /&gt;
Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Ammo]]: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4 rounded down, with a minimum increase of 1. Shredding can be completely negated by DR, but if the resulting damage after DR is non-zero, Shredding will always add at least 1 extra point of damage. The Shredder bonus does not apply to any extra damage from the other bonus sources in this list.&lt;br /&gt;
* [[Abilities_List_(Long_War)#HEAT_Ammo|HEAT Ammo]] &amp;amp; [[Abilities_List_(Long_War)#HEAT_Warheads|HEAT Warheads]]: If the target is robotic, HEAT adds a bonus of 0.5*BWD rounded down. Note that it adds Base Weapon Damage. Even if the attack was reduced to zero damage through DR, HEAT will still inflict it&#039;s full damage. Reference the charts below for a detailed breakdown on the bonus damage for each weapon type.&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Flak Ammo]]: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded up, or 2, whichever is higher. This is functionally similar to HEAT ammo. Most weapons gain a bonus of 2 from Flak Ammo; weapons with base damage of between 11 and 15 gain 3.&lt;br /&gt;
&lt;br /&gt;
==Multiplicative Damage Perk Charts==&lt;br /&gt;
===HEAT Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Ammo bonus damage, by weapon:&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SAW&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| LMG&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SHIV Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| MEC Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heat Warheads===&lt;br /&gt;
HEAT Warheads bonus damage for grenades:&lt;br /&gt;
*HE Grenade: +2&lt;br /&gt;
*AP Grenade: +2&lt;br /&gt;
*Alien Grenade: +2&lt;br /&gt;
&lt;br /&gt;
HEAT Warheads bonus damage for rockets:&lt;br /&gt;
*Rocket Launcher: +3&lt;br /&gt;
*Recoilless Rifle: +4&lt;br /&gt;
*Blaster Launcher: +6&lt;br /&gt;
&lt;br /&gt;
===Killer Instinct===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Bonus added to MWD on critical hits, per weapon:&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Carbines&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Assault Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Battle Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | SMGs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Shotguns&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Pistols&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Machine Pistols&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2 &lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that critical hits are scaled up by ~50% in the damage randomization step, so all values here will be increased by 50% for the purposes of their effect on final damage.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Operations_(Long_War)&amp;diff=119492</id>
		<title>Covert Operations (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Operations_(Long_War)&amp;diff=119492"/>
		<updated>2024-07-27T15:43:06Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_covertoperations.png|right]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:EXALT Insignia (EU2012).png|left|32px|EXALT insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Covert Operations&#039;&#039;&#039; division and the tricks EXALT get up to are similar in Long War as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==EXALT Activities==&lt;br /&gt;
&lt;br /&gt;
EXALT begins operations against XCOM in May. EXALT spawns two cells after 18-24 days have passed (15-24 on Brutal/Impossible) and then immediately triggers a &#039;&#039;Sabotage&#039;&#039; operation. Thereafter, one additional cell can spawn after 7-10 (Classic: 7-11, Brutal: 6-10, Impossible: 6-9) days have past (this cooldown scales with the dynamic war option), up to a maximum of 10 cells at once.&lt;br /&gt;
&lt;br /&gt;
===Cell Spawning===&lt;br /&gt;
&lt;br /&gt;
====Location====&lt;br /&gt;
&lt;br /&gt;
Newly spawned cells select countries semi-randomly according to a weighted list. Each country has 0 weight by default, and countries add or subtract weighting based on a variety of factors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=5 | Initial Weightings&lt;br /&gt;
|-&lt;br /&gt;
! Country Panic&lt;br /&gt;
! Normal&lt;br /&gt;
! Classic&lt;br /&gt;
! Brutal&lt;br /&gt;
! Impossible&lt;br /&gt;
|-&lt;br /&gt;
! 0-19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 20-39&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 40-59&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 60-79&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 80-100&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional modifiers (on Normal / Classic / Brutal / Impossible):&lt;br /&gt;
* No country in the continent has an EXALT Cell: +1 / +1 / +2 / +1&lt;br /&gt;
* No countries in the continent have left the XCOM project: +1 / +1 / +1 / +2&lt;br /&gt;
* All but one country in the continent has left the XCOM project: -1&lt;br /&gt;
* All countries in the continent have left the XCOM project: -3&lt;br /&gt;
* Only country on the continent without a satellite: +2&lt;br /&gt;
* Country has a satellite: -3 / -1 / -1 / -1 &lt;br /&gt;
* The country contains the EXALT HQ: -1 / -1 / -1 / -0 &lt;br /&gt;
&lt;br /&gt;
Once all weights have been computed, the location of the EXALT cell is randomly determined, with the chance of selecting any given country equal to &amp;lt;weight of country&amp;gt; / &amp;lt;sum of all weights&amp;gt;. Any countries with existing exalt cells, as well as any countries with 0 or less weighting, are removed from this calculation.&lt;br /&gt;
&lt;br /&gt;
For instance, if country A, B, and C has weighting 3, 2, and 1 respectively for a total of 6 weight, and all other countries have 0 or less weight, then country A is selected 3/6 (50%) of the time, country B is selected 2/6 (~33%) of the time, and country C is selected 1/6 (~17%) of the time.&lt;br /&gt;
&lt;br /&gt;
====Success Chance====&lt;br /&gt;
&lt;br /&gt;
Once the location is randomly selected, there is a final random roll to determine whether most cells succeed or fail to spawn, depending on whether or not the player has satellite coverage over the country.&lt;br /&gt;
&lt;br /&gt;
The base success chance is 90%/100%/100%/110% (N/C/B/I)&lt;br /&gt;
&lt;br /&gt;
* If the country has a satellite and XCOM has the Stealth Satellites technology, this amount is reduced by 35%.&lt;br /&gt;
* If the country just has a satellite, this chance is reduced by 20% (only on Normal and Classic).&lt;br /&gt;
&lt;br /&gt;
Cells ignore this roll and are guaranteed to spawn in two circumstances: during the initial spawning of 2 cells in May when EXALT triggers as well as during cell relocation.&lt;br /&gt;
&lt;br /&gt;
====Cell Relocation====&lt;br /&gt;
&lt;br /&gt;
Cells may relocate to a different country in some instances. The relocation uses the same algorithm to select the destination as a regularly spawning cell, except the cell does not have a chance to fail to spawn.&lt;br /&gt;
&lt;br /&gt;
Cell relocation triggers if:&lt;br /&gt;
&lt;br /&gt;
* A cell attempts to perform an attack against XCOM, but no valid attacks are available because the conditions to trigger them are not met.&lt;br /&gt;
* XCOM attempts but fails to complete a Covert Operation against the cell.&lt;br /&gt;
* XCOM successfully completes a covert operation against another cell.&lt;br /&gt;
&lt;br /&gt;
When an EXALT cell relocates, it effectively counts as if a new cell had spawned; this triggers the cooldown between consecutive cell spawns, and resets the cell&#039;s attack cooldown.&lt;br /&gt;
&lt;br /&gt;
===EXALT Attacks===&lt;br /&gt;
&lt;br /&gt;
By default, active EXALT cells have a 50% chance to cause any country within the same continent it is located within to gain an additional +15 panic from any panic-increasing event.&lt;br /&gt;
&lt;br /&gt;
Furthermore, each individual cell, if hidden, will conduct an attack on XCOM after a cooldown period has elapsed. This cooldown period is 7-21 days (7-15 on Brutal/Impossible), which is randomly determined in advance when it spawns, relocates, or after each attack. This cooldown is tracked separately per cell. However, at least 5/5/4/3 days must pass between consecutive EXALT attacks, in the case that there are multiple EXALT cells hidden; an attack will be paused until at least that amount of time has passed if they would otherwise be conducted at that time, triggering immediately as soon as the minimum cooldown period expires.&lt;br /&gt;
&lt;br /&gt;
Exalt cells can randomly choose between three operations, assuming the minimum condition for said mission type is met:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sabotage&#039;&#039;&#039;: Steals §40 x [Number of Months Elapsed] + §[0 to 99] from XCOMs reserves. This operation can push XCOM&#039;s § reserves into the negatives. Condition: &#039;&#039;can only be conducted if XCOM has 0 or more §.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Propaganda&#039;&#039;&#039;: Adds +40 panic in the country that the cell is located. Additionally, if there is at least one more country within the same continent who has not left the project, the operation will add an additional +20 panic to one such country, randomly selected. Condition: &#039;&#039;can only occur if the country the cell is located in has not left the council.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Research Hack&#039;&#039;&#039;: Removes 50% of research progress from the current research project (30% on normal). Condition: &#039;&#039;can only occur if 50% (30% on normal) of progress has been made towards the current research project.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each attack in which the minimum condition is met is equally likely to occur (though the first attack conducted is always a Sabotage). Once an attack triggers, the cell is exposed for 2-5 days (4-7 on normal), during which time its activities are paused and XCOM can deploy a covert operative against it.&lt;br /&gt;
&lt;br /&gt;
If no conditions are met for any attack to occur, the cell is simply relocated to a new country.&lt;br /&gt;
&lt;br /&gt;
==Covert Operatives==&lt;br /&gt;
&lt;br /&gt;
XCOM can prevent EXALT from conducting operations, and eventually defeat EXALT for good, by deploying Covert Operatives to EXALT cells.&lt;br /&gt;
&lt;br /&gt;
A covert operative can be deployed to target any exposed EXALT cell. Once a Covert Operative is deployed in the field, all EXALT cells cease all operations and activity. No new cells can spawn, no new operations can be conducted, no EXALT cells can hide, EXALT cells won&#039;t magnify panic increases, and all timers and cooldowns go on pause.&lt;br /&gt;
&lt;br /&gt;
===Intel Scan===&lt;br /&gt;
&lt;br /&gt;
EXALT cells are automatically exposed when they attack XCOM. But rather than wait for EXALT to attack XCOM and incur losses before XCOM counterattacks, XCOM can expose EXALT by performing &#039;&#039;&#039;Intel scans&#039;&#039;&#039; in the Operations room instead.&lt;br /&gt;
&lt;br /&gt;
The first scan in a month costs §50, and this amount increases by §50 for each scan conducted during that month (only §25 on normal), resetting back to §50 when the month ends. For example, the first scan costs §50, the second §100, the third §150, the fourth §200, and so on; on normal, the cost would be §50, §75, §100, and §125, respectively.&lt;br /&gt;
&lt;br /&gt;
If there are any active EXALT cells present when an Intel scan is triggered, they will be exposed for 2-5 days (4-7 on normal), rolled randomly. All of activities of the affected cells pause while they are exposed, but resume immediately after the elapsed period; a cell that was just about to attack may immediately strike after it hides again!&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
:&#039;&#039;See also: [[Missions (Long War)#EXALT Missions|EXALT Missions]], [[EXALT_Units_(Long_War)|EXALT Units]] and [[Alien Deployment (Long War)#EXALT Pods|EXALT Pods]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a covert operative has been deployed to the field for 6 days, a Covert Operation mission is triggered. XCOM must at least attempt the mission and bring its Covert Operative to the extraction point, or they will die. Furthermore, completing the mission objectives allows the recovery of § and [[Alien Artifacts (Long War)#Story related items|Intel]].&lt;br /&gt;
&lt;br /&gt;
The first two exalt missions will always be a [[Missions (Long War)#Covert Data Recovery|Covert Data Recovery]] and a [[Missions (Long War)#Covert Extraction|Covert Extraction]]; the first is picked randomly, while the second is always whichever one wasn&#039;t done first. Thereafter, there is exactly a 50% chance of either mission type spawning.&lt;br /&gt;
&lt;br /&gt;
If completed successfully, a covert operation destroys the cell, awards XCOM § and [[Alien Artifacts (Long War)#Story related items|Intel]], and reduces panic in the country by 20. Furthermore, all remaining EXALT cells worldwide are relocated, resetting their attack cooldown and triggering the EXALT spawn cooldown. Conversely, if a covert operation fails because its covert operative was killed or XCOM failed to complete the mission objectives, the targeted cell merely relocates and any remaining EXALT cells worldwide resume operations immediately, without resetting their cooldowns.&lt;br /&gt;
&lt;br /&gt;
The number and strength enemies in a covert operation depends on the total number of covert operations attempted over the course of the campaign as well as whether or not the operation is a [[Missions (Long War)#Covert Data Recovery|Data Recovery]] or [[Missions (Long War)#Covert Extraction|Extraction]] mission. See those pages for more details.&lt;br /&gt;
&lt;br /&gt;
===EXALT Headquarters===&lt;br /&gt;
:&#039;&#039;See also: [[Missions_(Long_War)#EXALT_Base_Assault|EXALT Base Assault Mission]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To stop EXALT for good, XCOM will need to locate and take out the EXALT HQ. At any point, XCOM can accuse any country of harboring the EXALT HQ; if you guess incorrectly, the country immediately leaves XCOM (conversely, if it has already left, every country within that continent gains +40 panic), and [[Alien Research (Long War)|alien research]] increases by 50. As a result, it is not recommended for XCOM to make wild accusations against countries without more information.&lt;br /&gt;
&lt;br /&gt;
Covert Operatives are crucial to narrow the search down. As XCOM conducts successful covert operations against EXALT, covert operatives will return with Intel on the location of EXALT headquarters. Each piece of Intel conducted removes 1 potential candidate for the location of EXALT HQ, a departure from vanilla which allowed multiple countries to be ruled out by a single Intel piece.&lt;br /&gt;
&lt;br /&gt;
Thus, once 15 successful operations have been conducted and 15 countries are removed, XCOM will be able to know for certain that the final remaining country harbors EXALT, and be able to make the accusation safely. Once the country has been successfully accused, XCOM will be able to [[Missions (Long War)#EXALT HQ Raid|raid EXALT&#039;s HQ]].&lt;br /&gt;
&lt;br /&gt;
Success awards XCOM with large amounts of resources and several pieces of unique loot, and ceases all subsequent EXALT activity. Failure causes the same effects a failed accusation would have, forcing the country to leave the project or causing +40 panic continent-wide.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Cells can attack as soon as 7 days after spawning, and one spawns every 6-10 days. An unlikely but plausible scenario is that a hidden cell spawns immediately after XCOM scans; thus, it&#039;s hypothetically possible for a cell to attack XCOM 7 days following a failed scan. Similarly, following a successful covert operation, it&#039;s possible an EXALT cell spawns almost immediately afterwards and strikes or, if a second cell is already active, it&#039;s possible for it to attack as soon as 7 days afterwards. Therefore, if XCOM wants to avoid all EXALT attacks, it should scan 7 days following a failed scan or successful covert operation.&lt;br /&gt;
&lt;br /&gt;
Two possibilities may also occur after an unsuccessful covert operation: either 1) the cell is alone when it relocates, striking as soon as 7 days later, or 2) there are multiple cells, and any cell other than the targeted cell can strike at any time. As a result, XCOM should scan immediately following a failed covert operation if there are multiple cells active, or seven days later if there is only one.&lt;br /&gt;
&lt;br /&gt;
Put simply:&lt;br /&gt;
&lt;br /&gt;
# Wait until EXALT first attacks you in May.&lt;br /&gt;
# Deploy a covert operative immediately.&lt;br /&gt;
# After 6 days have elapsed, run the covert operation.&lt;br /&gt;
# If you failed the covert operation &#039;&#039;&#039;and&#039;&#039;&#039; there is more than one EXALT cell active, scan immediately and return at step 2. Otherwise, continue.&lt;br /&gt;
# If you have all the intel you need, raid the HQ to stop EXALT for good. Otherwise, continue.&lt;br /&gt;
# After 7 days have elapsed, scan again. If no EXALT cell is detected, scan again after 7 days (which is guaranteed to locate a cell). Repeat from step 2.&lt;br /&gt;
&lt;br /&gt;
Covert operations are among the most difficult of missions, particularly in the mid and lategame. If you fail a covert operation here or there, it&#039;s not the end of the world. So long as your covert operative and soldiers extract alive, you can try again next time; the only thing you lose is some cash rewards and Intel, plus the cost of additional scans. For more information on successfully completing each mission type at the tactical layer, see the [[Missions (Long War)#EXALT Missions|EXALT Missions]] page.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[EXALT Units (Long War)|EXALT Units]]&lt;br /&gt;
* [[Missions (Long War)#EXALT Missions|EXALT Missions]]&lt;br /&gt;
* [[EXALT (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Situation Room (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Operations_(Long_War)&amp;diff=119491</id>
		<title>Covert Operations (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Operations_(Long_War)&amp;diff=119491"/>
		<updated>2024-07-27T15:41:34Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_covertoperations.png|right]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:EXALT Insignia (EU2012).png|left|32px|EXALT insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Covert Operations&#039;&#039;&#039; division and the tricks EXALT get up to are similar in Long War as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==EXALT Activities==&lt;br /&gt;
&lt;br /&gt;
EXALT begins operations against XCOM in May. EXALT spawns two cells after 18-24 days have passed (15-24 on Brutal/Impossible) and then immediately triggers a &#039;&#039;Sabotage&#039;&#039; operation. Thereafter, one additional cell can spawn after 7-10 (Classic: 7-11, Brutal: 6-10, Impossible: 6-9) days have past (this cooldown scales with the dynamic war option), up to a maximum of 10 cells at once.&lt;br /&gt;
&lt;br /&gt;
===Cell Spawning===&lt;br /&gt;
&lt;br /&gt;
====Location====&lt;br /&gt;
&lt;br /&gt;
Newly spawned cells select countries semi-randomly according to a weighted list. Each country has 0 weight by default, and countries add or subtract weighting based on a variety of factors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=5 | Initial Weightings&lt;br /&gt;
|-&lt;br /&gt;
! Country Panic&lt;br /&gt;
! Normal&lt;br /&gt;
! Classic&lt;br /&gt;
! Brutal&lt;br /&gt;
! Impossible&lt;br /&gt;
|-&lt;br /&gt;
! 0-19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 20-39&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 40-59&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 60-79&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 80-100&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional modifiers (on Normal / Classic / Brutal / Impossible):&lt;br /&gt;
* No country in the continent has an EXALT Cell: +1 / +1 / +2 / +1&lt;br /&gt;
* No countries in the continent have left the XCOM project: +1 / +1 / +1 / +2&lt;br /&gt;
* All but one country in the continent has left the XCOM project: -1&lt;br /&gt;
* All countries in the continent have left the XCOM project: -3&lt;br /&gt;
* Only country on the continent without a satellite: +2&lt;br /&gt;
* Country has a satellite: -3 / -1 / -1 / -1 &lt;br /&gt;
* The country contains the EXALT HQ: -1 / -1 / -1 / -0 &lt;br /&gt;
&lt;br /&gt;
Once all weights have been computed, the location of the EXALT cell is randomly determined, with the chance of selecting any given country equal to &amp;lt;weight of country&amp;gt; / &amp;lt;sum of all weights&amp;gt;. Any countries with existing exalt cells, as well as any countries with 0 or less weighting, are removed from this calculation.&lt;br /&gt;
&lt;br /&gt;
For instance, if country A, B, and C has weighting 3, 2, and 1 respectively for a total of 6 weight, and all other countries have 0 or less weight, then country A is selected 3/6 (50%) of the time, country B is selected 2/6 (~33%) of the time, and country C is selected 1/6 (~17%) of the time.&lt;br /&gt;
&lt;br /&gt;
====Success Chance====&lt;br /&gt;
&lt;br /&gt;
Once the location is randomly selected, there is a final random roll to determine whether most cells succeed or fail to spawn, depending on whether or not the player has satellite coverage over the country.&lt;br /&gt;
&lt;br /&gt;
The base success chance is 90%/100%/100%/110% (N/C/B/I)&lt;br /&gt;
&lt;br /&gt;
* If the country has a satellite and XCOM has the Stealth Satellites technology, this amount is reduced by 35%.&lt;br /&gt;
* If the country just has a satellite, this chance is reduced by 20% (only on Normal and Classic).&lt;br /&gt;
&lt;br /&gt;
Cells ignore this roll and are guaranteed to spawn in two circumstances: during the initial spawning of 2 cells in May when EXALT triggers as well as during cell relocation.&lt;br /&gt;
&lt;br /&gt;
====Cell Relocation====&lt;br /&gt;
&lt;br /&gt;
Cells may relocate to a different country in some instances. The relocation uses the same algorithm to select the destination as a regularly spawning cell, except the cell does not have a chance to fail to spawn.&lt;br /&gt;
&lt;br /&gt;
Cell relocation triggers if:&lt;br /&gt;
&lt;br /&gt;
* A cell attempts to perform an attack against XCOM, but no valid attacks are available because the conditions to trigger them are not met.&lt;br /&gt;
* XCOM attempts but fails to complete a Covert Operation against the cell.&lt;br /&gt;
* XCOM successfully completes a covert operation against another cell.&lt;br /&gt;
&lt;br /&gt;
When an EXALT cell relocates, it effectively counts as if a new cell had spawned; this triggers the cooldown between consecutive cell spawns, and resets the cell&#039;s attack cooldown.&lt;br /&gt;
&lt;br /&gt;
===EXALT Attacks===&lt;br /&gt;
&lt;br /&gt;
By default, active EXALT cells have a 50% chance to cause any country within the same continent it is located within to gain an additional +15 panic from any panic-increasing event.&lt;br /&gt;
&lt;br /&gt;
Furthermore, each individual cell, if hidden, will conduct an attack on XCOM after a cooldown period has elapsed. This cooldown period is 7-21 days (7-15 on Brutal/Impossible), which is randomly determined in advance when it spawns, relocates, or after each attack. This cooldown is tracked separately per cell. However, at least 5/5/4/3 days must pass between consecutive EXALT attacks, in the case that there are multiple EXALT cells hidden; an attack will be paused until at least that amount of time has passed if they would otherwise be conducted at that time, triggering immediately as soon as the minimum cooldown period expires.&lt;br /&gt;
&lt;br /&gt;
Exalt cells can randomly choose between three operations, assuming the minimum condition for said mission type is met:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sabotage&#039;&#039;&#039;: Steals §40 x [Number of Months Elapsed] + §[0 to 99] from XCOMs reserves. This operation can push XCOM&#039;s § reserves into the negatives. Condition: &#039;&#039;can only be conducted if XCOM has 0 or more §.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Propaganda&#039;&#039;&#039;: Adds +40 panic in the country that the cell is located. Additionally, if there is at least one more country within the same continent who has not left the project, the operation will add an additional +20 panic to one such country, randomly selected. Condition: &#039;&#039;can only occur if the country the cell is located in has not left the council.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Research Hack&#039;&#039;&#039;: Removes 50% of research progress from the current research project (30% on normal). Condition: &#039;&#039;can only occur if 50% (30% on normal) of progress has been made towards the current research project.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each attack in which the minimum condition is met is equally likely to occur (though the first attack conducted is always a Sabotage). Once an attack triggers, the cell is exposed for 2-5 days (4-7 on normal), during which time its activities are paused and XCOM can deploy a covert operative against it.&lt;br /&gt;
&lt;br /&gt;
If no conditions are met for any attack to occur, the cell is simply relocated to a new country.&lt;br /&gt;
&lt;br /&gt;
==Covert Operatives==&lt;br /&gt;
&lt;br /&gt;
XCOM can prevent EXALT from conducting operations, and eventually defeat EXALT for good, by deploying Covert Operatives to EXALT cells.&lt;br /&gt;
&lt;br /&gt;
A covert operative can be deployed to target any exposed EXALT cell. Once a Covert Operative is deployed in the field, all EXALT cells cease all operations and activity. No new cells can spawn, no new operations can be conducted, no EXALT cells can hide, EXALT cells won&#039;t magnify panic increases, and all timers and cooldowns go on pause.&lt;br /&gt;
&lt;br /&gt;
===Intel Scan===&lt;br /&gt;
&lt;br /&gt;
EXALT cells are automatically exposed when they attack XCOM. But rather than wait for EXALT to attack XCOM and incur losses before XCOM counterattacks, XCOM can expose EXALT by performing &#039;&#039;&#039;Intel scans&#039;&#039;&#039; in the Operations room instead.&lt;br /&gt;
&lt;br /&gt;
The first scan in a month costs §50, and this amount increases by §50 for each scan conducted during that month (only §25 on normal), resetting back to §50 when the month ends. For example, the first scan costs §50, the second §100, the third §150, the fourth §200, and so on; on normal, the cost would be §50, §75, §100, and §125, respectively.&lt;br /&gt;
&lt;br /&gt;
If there are any active EXALT cells present when an Intel scan is triggered, they will be exposed for 2-5 days (4-7 on normal), rolled randomly. All of activities of the affected cells pause while they are exposed, but resume immediately after the elapsed period; a cell that was just about to attack may immediately strike after it hides again!&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
:&#039;&#039;See also: [[Missions (Long War)#EXALT Missions|EXALT Missions]], [[EXALT_Units_(Long_War)|EXALT Units]] and [[Alien Deployment (Long War)#EXALT Pods|EXALT Pods]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a covert operative has been deployed to the field for 6 days, a Covert Operation mission is triggered. XCOM must at least attempt the mission and bring its Covert Operative to the extraction point, or they will die. Furthermore, completing the mission objectives allows the recovery of § and [[Alien Artifacts (Long War)#Story related items|Intel]].&lt;br /&gt;
&lt;br /&gt;
The first two exalt missions will always be a [[Missions (Long War)#Covert Data Recovery|Covert Data Recovery]] and a [[Missions (Long War)#Covert Extraction|Covert Extraction]]; the first is picked randomly, while the second is always whichever one wasn&#039;t done first. Thereafter, there is exactly a 50% chance of either mission type spawning.&lt;br /&gt;
&lt;br /&gt;
If completed successfully, a covert operation destroys the cell, awards XCOM § and [[Alien Artifacts (Long War)#Story related items|Intel]], and reduces panic in the country by 20. Furthermore, all remaining EXALT cells worldwide are relocated, resetting their attack cooldown and triggering the EXALT spawn cooldown. Conversely, if a covert operation fails because its covert operative was killed or XCOM failed to complete the mission objectives, the targeted cell merely relocates and any remaining EXALT cells worldwide resume operations immediately, without resetting their cooldowns.&lt;br /&gt;
&lt;br /&gt;
The number and strength enemies in a covert operation depends on the total number of covert operations attempted over the course of the campaign as well as whether or not the operation is a [[Missions (Long War)#Covert Data Recovery|Data Recovery]] or [[Missions (Long War)#Covert Extraction|Extraction]] mission. See those pages for more details.&lt;br /&gt;
&lt;br /&gt;
===EXALT Headquarters===&lt;br /&gt;
:&#039;&#039;See also: [[Missions_(Long_War)#EXALT_Base_Assault|EXALT Base Assault Mission]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To stop EXALT for good, XCOM will need to locate and take out the EXALT HQ. At any point, XCOM can accuse any country of harboring the EXALT HQ; if you guess incorrectly, the country immediately leaves XCOM (conversely, if it has already left, every country within that continent gains +40 panic), and [[Alien Research (Long War)|alien research]] increases by 50. As a result, it is not recommended for XCOM to make wild accusations against countries without more information.&lt;br /&gt;
&lt;br /&gt;
Covert Operatives are crucial to narrow the search down. As XCOM conducts successful covert operations against EXALT, covert operatives will return with Intel on the location of EXALT headquarters. Each piece of Intel conducted removes 1 potential candidate for the location of EXALT HQ, a departure from vanilla which allowed multiple countries to be ruled out by a single Intel piece.&lt;br /&gt;
&lt;br /&gt;
Thus, once 15 successful operations have been conducted and 15 countries are removed, XCOM will be able to know for certain that the final remaining country harbors EXALT, and be able to make the accusation safely. Once the country has been successfully accused, XCOM will be able to [[Missions (Long War)#EXALT HQ Raid|raid EXALT&#039;s HQ]].&lt;br /&gt;
&lt;br /&gt;
Success awards XCOM with large amounts of resources and several pieces of unique loot, and ceases all subsequent EXALT activity. Failure causes the same effects a failed accusation would have, forcing the country to leave the project or causing +40 panic continent-wide.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Cells can attack as soon as 7 days after spawning, and one spawn every 6-10 days. An unlikely but plausible scenario is that a hidden cell spawns immediately after XCOM scans; thus, it&#039;s hypothetically possible for a cell to attack XCOM 7 days following a failed scan. Similarly, following a successful covert operation, it&#039;s possible an EXALT cell spawns almost immediately afterwards and strikes or, if a second cell is already active, it&#039;s possible for it to attack as soon as 7 days afterwards. Therefore, if XCOM wants to avoid all EXALT attacks, it should scan 7 days following a failed scan or successful covert operation.&lt;br /&gt;
&lt;br /&gt;
Two possibilities may also occur after an unsuccessful covert operation: either 1) the cell is alone when it relocates, striking as soon as 7 days later, or 2) there are multiple cells, and any cell other than the targeted cell can strike at any time. As a result, XCOM should scan immediately following a failed covert operation if there are multiple cells active, or seven days later if there is only one.&lt;br /&gt;
&lt;br /&gt;
Put simply:&lt;br /&gt;
&lt;br /&gt;
# Wait until EXALT first attacks you in May.&lt;br /&gt;
# Deploy a covert operative immediately.&lt;br /&gt;
# After 6 days have elapsed, run the covert operation.&lt;br /&gt;
# If you failed the covert operation &#039;&#039;&#039;and&#039;&#039;&#039; there is more than one EXALT cell active, scan immediately and return at step 2. Otherwise, continue.&lt;br /&gt;
# If you have all the intel you need, raid the HQ to stop EXALT for good. Otherwise, continue.&lt;br /&gt;
# After 7 days have elapsed, scan again. If no EXALT cell is detected, scan again after 7 days (which is guaranteed to locate a cell). Repeat from step 2.&lt;br /&gt;
&lt;br /&gt;
Covert operations are among the most difficult of missions, particularly in the mid and lategame. If you fail a covert operation here or there, it&#039;s not the end of the world. So long as your covert operative and soldiers extract alive, you can try again next time; the only thing you lose is some cash rewards and Intel, plus the cost of additional scans. For more information on successfully completing each mission type at the tactical layer, see the [[Missions (Long War)#EXALT Missions|EXALT Missions]] page.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[EXALT Units (Long War)|EXALT Units]]&lt;br /&gt;
* [[Missions (Long War)#EXALT Missions|EXALT Missions]]&lt;br /&gt;
* [[EXALT (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Situation Room (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=119490</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=119490"/>
		<updated>2024-07-27T15:04:17Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Abductor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|67}}&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 fighters, 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 [[Research_(Long_War)#UFO_Analysis|UFO Analysis]] research project will become available after raiding a crashed or landed UFO, one for each type of UFO. Once this Analysis project is completed, your Interceptors will gain +10% damage against the matching UFO type (and you&#039;ll recover +20% more salvage from it too), providing your air force a better chance of taking down UFOs of the same type in future (and for better rewards).&lt;br /&gt;
&lt;br /&gt;
Alien crew is subject to [[Alien Deployment (Long War)#Overflow and Pruning|Pod Overflow and Pruning rules]]; in short, if there are too many aliens to fit in the number of available pods, additional aliens are discarded. Conversely, if this is not the case, the game may randomly use fewer than the maximum number of pods, compacting the aliens into fewer pods. This process does not apply to the Bonus pods.&lt;br /&gt;
&lt;br /&gt;
Note that some missions require alien [[Alien_Resources_(Long_War)|resource]] levels or [[Alien_Research_(Long_War)|research]] to be at particular levels for powerful UFOs to be fielded. Frequently, as alien research increases, the required resource levels to field a given UFO may decrease; these instances are noted with the following color scheme:&lt;br /&gt;
&lt;br /&gt;
:If [[Alien_Research_(Long_War)|Alien Research]] &amp;gt; 0, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; of their base required [[Alien_Resources_(Long_War)|resources]].&lt;br /&gt;
:If [[Alien_Research_(Long_War)|Alien Research]] &amp;gt; 360, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; of required [[Alien_Resources_(Long_War)|resources]].&lt;br /&gt;
:If [[Alien_Research_(Long_War)|Alien Research]] &amp;gt; 720, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required [[Alien_Resources_(Long_War)|resources]].&lt;br /&gt;
&lt;br /&gt;
For more information on the missions UFOs are sent on, see the page on [[Alien Missions (Long War)|UFO Sorties]].&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 750 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 225 [[Alien_Resources_(Long_War)|resources]]; generates +10-14 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 5-11 &#039;&#039;Crash&#039;&#039;, 9-11 &#039;&#039;Landing&#039;&#039;, or 20-23 &#039;&#039;Trap&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039; or &#039;&#039;Landing&#039;&#039;, 3 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter; use [[Air Combat (Long War)#Interceptor Weapons|Avalanche Missiles]] to down them efficiently. They will start appearing right from the start of a campaign 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; expect to have to send 2-3 interceptors after Scouts on Aggressive, at least in the early months when Interceptor accuracy and damage is low. Once you get [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], you can safely switch to Defensive Stance; Laser Cannons are enough of a firepower upgrade that you can down Scouts in fewer Interceptions on Defensive that an Avalanche can on Aggressive, and you&#039;ll take significantly less damage from enemy UFOs. Following this, you can use Scouts to train up your low-kill pilots; each pilot gains +3% accuracy (max +30%) and +1% damage (no cap) per kill, so try to hit 10 with as many different pilots as you can.&lt;br /&gt;
&lt;br /&gt;
Although they give very little in terms of alloys and elerium, crashed Scouts offer a great opportunity to train up rookie soldiers throughout the early months, due to the extremely low number of aliens encountered. Furthermore, the presence of certain high level enemies (in this case, the guaranteed Outsider pod) grants the squad bonus XP; this is just enough to grant PFCs a level to Specialist without needing to obtain any kills, assuming no soldiers die on the mission. During the mid and lategame you can use crashed Scouts as a safe method of capturing alien captives, farming multiple meld cannisters at low risk, and training up lower level soldiers. Just remember that tough aliens can still appear randomly on any mission, so make sure your squad has a good enough alpha strike. For landed Scouts, keep in mind the chances of a [[Threat_(Long_War)#Trap UFO|Trap UFO]] and prepare your squad accordingly.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 330: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 850 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 60%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Always in pool&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 3-9 &#039;&#039;Crash&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Fighters can be distinguished from Scouts by the purple strobe emanating from their hologlobe signature. They can appear in the first month if you fail to shoot down a Scout, but are guaranteed to start appearing in the second and subsequent months trying to [[Alien Missions (Long War)#Hunt|shoot down your satellites]]. They have slightly more health and significantly more armor than Scouts; enough armor, in fact, to make [[Air Combat (Long War)#Interceptor Weapons|Stingray Missiles]] the optimal choice in the early months, at least until you acquire [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]]. Unlike the Scout, the Fighter poses a more serious threat to interceptors, not only due to its higher base armor penetration but also because it gains significantly more damage as it&#039;s research progresses, gaining a second Plasma Cannon after the first year is nearly complete. Engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] on Aggressive Stance, or [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] (if you have them) on Defensive Stance. A Fighter in high orbit will be [[Alien Missions (Long War)#Hunt|targeting your satellites]], and if successful you&#039;ll have to pay §200 to replace it; try to down it, or at least deal 50% damage to it to prevent it from succeeding. Conversely, a Fighter flying NoE will be [[Alien Missions (Long War)#Bomb|bombing cities]]; allowing it to complete its run unmolested will spike panic by 10 in a target country, but you can reduce this by dealing damage (or negate it entirely if you shoot it down).&lt;br /&gt;
&lt;br /&gt;
Fighters never land and must be shot down for alien materials to be salvaged. They also have significantly less aliens overall than Scouts, with as few as 4 total; a crashed Fighter in March or April is a perfect opportunity to train up a bunch of rookies, so long as you&#039;re prepared for the [[Alien Life Forms (Long War)#Outsider|Outsider]]. For mid-to-late game, crashed Fighters are an easy way to secure 2-3 meld cannisters: bring enough Motion Trackers, Battle Scanners, SMGs, and high mobility troops and spread your squad out so you can collect them all.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 570: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;36&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +5 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 125 [[Alien_Resources_(Long_War)|resources]]; generates +17-20 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;, 16-20 &#039;&#039;Landing&#039;&#039;, or 32-36 &#039;&#039;Trap&#039;&#039;; also, +4 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;, 3 Soldier &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command]] pod of 2 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFOs can start appearing during the latter half of the first month, in place of either Fighters or Scouts. Tougher and better armored than the Scout, the Raider serves a similar purpose, though their higher armor penetration puts you at much greater risk of losing Interceptors to critical hits. Several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will typically stick around long enough to be engaged by the 3-4 interceptors you&#039;ll likely need to down it in the early game. Both [[Air Combat (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles are equally as bad against this UFO, though Stingrays are much less variable. A [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]] provides improved performance over both Stingray and Avalanche, while also being about as good as either against Fighters and Scouts, making it a decent bridge option to outfit your air force with. But the best counter for early Raiders, as well as Scouts and Fighters, is [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]].&lt;br /&gt;
&lt;br /&gt;
Raiders are a good way to gather alloys and elerium, as the crew contingent is rather small on crashes. You should be quite careful during landings, however, due to the risk of [[Threat_(Long_War)#Trap UFO|traps]].&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long_War)|AR]] &amp;gt; 270: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 75% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +25%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1600 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 90% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +70%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]] &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]] &lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;; also, +4 aliens at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors and roughly fills a similar role to the Fighter. Satellite-hunting Destroyers can potentially appear as early as mid-May, though they sometimes may be seen conducting bombing campaigns before then. They require a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on, as attempting to do so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks. You can prevent the aliens from fielding them much in the early and mid game if you do a good job shooting down or assaulting all of the Scouts, Fighters, and Raiders that appear, as well as assaulting any larger UFOs that land; this will keep [[Alien Resources (Long War)|alien resources]] low enough that Destroyers won&#039;t be available.&lt;br /&gt;
&lt;br /&gt;
As the Destroyer is well-armored, [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] (with the [[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns Foundry project]]) or a [[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]] (with the [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project) should be used if available to allow a solo kill. If not, a couple of experienced pilots (8+ kills) armed with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] and [[Air Combat (Long War)#Modules|Aircraft Boosters]] (all three if you have it, but you can get away with just Boost and Aim if you have to) might be able to do the job instead. Mid-game [[Foundry (Long War)#Aerospace Improvements|Interceptor Upgrade Foundry Projects]] like Improved Avionics (+10% Interceptor Aim), UFO Countermeasures (-15% UFO Aim), and Penetrator Weapons (+25% Armor Penetration) are essential to ensuring swift and effective takedowns - once it&#039;s equipped with a &amp;quot;Double Plasma&amp;quot; (start of December at the very latest), you&#039;ll require Armored Fighters (+1000 Interceptor HP) as well so your Ravens don&#039;t get one shot killed by a critical hit, but of course it helps to have it even earlier than that.&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 Raider: a high-value target to raid for the elerium values of a Transport, and only the enemy numbers of a Raider. Plus, they contain few aliens, barely more than a crashed Scout, so once you&#039;ve progressed enough to start downing them semi-reliably you can usually take the opportunity to rush around for the meld canisters as well.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 2500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 200%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 48 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: Always conducts this sortie.&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (Air Base)|Retaliation (Air Base)]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Command Overwatch|Command Overwatch]]: Always performs this sortie.&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 15&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier, 1 Terror, 1 Command&lt;br /&gt;
&lt;br /&gt;
Overseers are stealth UFOs that can&#039;t be detected until the [[Hyperwave Relay (Long War)|Hyperwave Relay]] is built. They are roughly tied with the Battleship as the hardest to shoot down. It&#039;s got good armaments (comparable to an Assault Carrier or late game large UFOs); is extremely well-armored; and most importantly, blindingly fast, giving you an extremely small engagement window and making it difficult for your Interceptors to chase around pursue on the hologlobe. Plus, you can&#039;t take it down with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], so your pilots will have 15% less aim than what you&#039;ve been used to for for most of the midgame. An experienced (10+ kill) Firestorm pilot on Balanced stance with an [[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]] or [[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]], all three modules used, and all of the major [[Foundry (Long War)#Aerospace Improvements|Interceptor-boosting Foundry Projects]] can take it down. Notably, Elerium Afterburners and Boost modules are crucial here, each adding +33% engagement time on your Firestorms (or +50% to Ravens, but you won&#039;t be able to down it with them).&lt;br /&gt;
&lt;br /&gt;
Overseers never land; they must be shot down for alien materials to be salvaged, and at least one Overseer is required to be downed in order to recover the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] and unlock the Temple Ship assault. One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers, although they can provide the large amounts of elerium needed to build most of the lategame tech.&lt;br /&gt;
&lt;br /&gt;
All Overseers have the following forces:&lt;br /&gt;
&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 4 supporting aliens.&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 3 supporting aliens.&lt;br /&gt;
:1 Terror Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Sectopod|Sectopod]] leader, with 2 supporting aliens.&lt;br /&gt;
:1 Command Pod led by an [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Ethereal|Ethereal]] leader, with 2 supporting aliens.&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 10%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 4000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 150%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;125&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +8 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Abduction|Abduction]]: Always inserts ground forces for this sortie.&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 3-5 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly directly towards a country, immediately generating either a [[Missions (Long War)#UFO Landing Site|Landing]] or [[Missions (Long War)#Alien Abductions|Abduction]] mission. You won&#039;t be able to take these on during the early stages of the war. They&#039;re heavily armored, so you&#039;ll need multiple veteran (10+ kill) pilots with lots of armor penetration stacking to take one on: the Penetrator Weapons Foundry project (+25% armor penetration) is mandatory, and then either Phoenix Cannons with the Phoenix Coilgun Foundry Project, or Laser Cannons with the Supercapacitors Foundry project, plus generous [[Air Combat (Long War)#Modules|Aircraft Booster module]] usage. A single veteran pilot in a [[Air Combat (Long War)#Aircraft|Firestorm]] can also do the job, thanks to its significantly increased armor penetration and longer engagement window.&lt;br /&gt;
&lt;br /&gt;
That being said, it is never necessary to shoot down Abductors, as they will not [[Alien Missions (Long War)#Hunt|go after satellites]] or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are exclusively used for either [[Alien Missions (Long War)#Abduction|Abduction]] or [[Alien Missions (Long War)#Research|Research]] missions, both of which allow you to thwart its mission with a ground assault. It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission. 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: if you&#039;re going to take one down, you&#039;ll have to go all in with boosters. The reward for shooting down and successfully assaulting one of these crafts are plenty, and while settling for the much lower council reward may be suboptimal, it&#039;s not necessarily worth crippling your Interceptor Bay. Only shoot it down if you can do so safely and reliably and there is some strategic value in doing so, e.g. you you&#039;re short on alloys and elerium (not cash), or you want to [[Alien Resources (Long War)#Cost of Repairing / Replacing UFOs|cost the aliens resources]] to rebuild the UFO.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 75 [[Alien_Resources_(Long_War)|resources]]; generates +27-30 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions (Long War)#Alien Base Assault|ABA]]) / 3-5 aliens (after [[Missions (Long War)#Alien Base Assault|ABA]])&amp;lt;br&amp;gt;&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. Furthermore, these UFOs always land to gather materials, so any time you see one you can just assault it after it lands and enjoy much better salvage than you would for a crash. During the early months this can be extremely difficult, but if successful, you gain large amounts of alien artifacts while disrupting the aliens own [[Alien Resources (Long War)|resource-gathering]] endeavors. This limits their ability to field powerful UFO types against your Satellites (e.g. Destroyers, Battleships) and limits the number of aggressive missions (e.g. Research, Terror, Bomb, Hunt, Retaliate) they can field against you. However, this will also reduce the meld rewards received per canister.&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 mission: don&#039;t worry. The large quantities of elerium and alloys, as well as the intact [[Alien Artifacts (Long War)#Alien devices|Power Sources]] and [[Alien Artifacts (Long War)#Alien devices|Flight Computers]] will probably be more useful to secure; no need to risk an entire squad wipe rushing through for 2-3 meld canisters and accidentally pull 30 aliens down on you all at once.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|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; 5000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 160%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: always in pool; generates +37-40 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: always assists in this sortie&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% if [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge from vanilla, but it has even heavier armor and packs some pretty formidable weaponry. The vast majority of Transports are landing to harvest [[Alien_Resources_(Long_War)|resources]], and tend to show up often when aliens are resource starved, such as in the very first month or when you&#039;re doing a very good job in the midgame constantly shooting down every UFO they field. You will likely never see a Transport that doesn&#039;t land, unless you&#039;re losing the campaign rather badly and leaving the aliens free to launch [[Alien Missions (Long War)#Infiltrate|Infiltration]] missions, which instantly force a target country to leave the XCOM project regardless of its current panic levels.&lt;br /&gt;
&lt;br /&gt;
Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens [[Alien Resources (Long War)|resources]] for their [[Alien Missions (Long War)|UFO sorties]]. And if you continue to keep the aliens on the back foot, they won&#039;t be able to field powerful UFOs like Destroyers or Battleships that often (if at all) to conduct [[Alien Missions (Long War)#Bomb|bombing campaigns]] or [[Alien Missions (Long War)#Hunt|hunt down your Satellites]], allowing you to snowball even further. But always keep in mind that enemy troop counts are substantial with landed larges and that good cover is quite sparse. Find a good spot to sit tight, eliminate as many patrolling pods as you can with overwatch ambushes, and then move through the map carefully and systematically destroying one pod at a time, leaving the command pod for last. The 6 Overseer Command pod can be decidedly lethal to an unprepared, low-level squad by itself, let alone if there are multiple other surviving pods it can call in as reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single 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; 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;250&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;180&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +10 [[Alien_Research_(Long_War)|research]] for the aliens &lt;br /&gt;
:[[Alien Missions (Long War)#Terrorize|Terrorize]]: Always assists in this sortie&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Structurally identical to Transport (albeit with different armaments), you may encounter these in high-panic continents, but won&#039;t be able to take them on until lategame. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (Long War)#Assault Carrier|Assault Carrier]]. Shooting down the Terror Ship won&#039;t stop the Terror mission, but it does give you a large chunk of salvage and cost the aliens [[Alien Resources (Long War)|resources]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
In either case, shooting one down is neither necessary nor easy, and typically something you only consider while snowballing. If you want to try on a Raven, you&#039;ll need a veteran (10+ kill) pilot with at minimum a Phoenix Cannon upgraded with not just the Phoenix Coilguns Foundry Project and a full assortment of boosters but also all the notable Interceptor Combat Foundry upgrades unlocked via [[Research_(Long_War)#Materials_and_Aerospace|Advanced Aerospace Concepts]] including Penetrator Weapons, Improved Avionics, Wingtip Sparrowhawks, Armored Fighters, etc. Firestorms make it significantly easier, and a Phoenix Cannon + Phoenix Coilguns or a Laser Cannon + the Supercapacitors Foundry project and minimal other upgrades will do.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; ???: 2x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 90%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 8000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 140%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], [[Alien Artifacts (Long War)#Alien devices|6x UFO Flight Computers]], [[Alien Artifacts (Long War)#Alien devices|2x Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Terrorize|Terrorize]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (XCOM HQ)|Retaliation (XCOM HQ)]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +?? [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360), or 38 &#039;&#039;Land&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &amp;amp; 5 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&lt;br /&gt;
&lt;br /&gt;
A less armored variant of the Battleship, it sacrifices some durability and armaments to allow it to rapidly unload large quantities of troops for large-scale ground operations. For the vast majority of the game, you won&#039;t be able to shoot these down, and will be powerless to stop any [[Missions_(Long_War)#Terror_Site|Terror Missions]] or [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] missions it spawns. It can land, however, but only if the aliens have extremely high resources; this allows you the opportunity to come back in the late game if you have a particularly disastrous series of months and the aliens surge ahead in resources, as well as if a campaign stretches into year 3 and aliens monthly resource income snowballs high enough.&lt;br /&gt;
&lt;br /&gt;
It has moderately less firepower than a Battleship, and noticeably less durability than both a Battleship and an Overseer. Ultimately, it offers the same rewards for shooting it down at less risk to your Interceptors, and is generally responsible for some of the most dangerous and difficult missions of the game: shooting it down means replacing that tough mission with a significantly less difficult one. A [[Air Combat (Long War)#Aircraft|Firestorm]] on Balanced stance, crewed by a top pilot (10+ kills) with the full assortment of Interceptor-boosting Foundry projects, including either Supercapacitors to boost the Laser Cannons damage or Phoenix Coilguns to boost Phoenix Cannon damage, as well as all three Aircraft Booster modules, could potentially shoot one down in a single attempt. In the late game while you&#039;re waiting to tech into Plasma and/or EMP, you could potentially avoid some Terror missions and XCOM Base Defense missions by shooting down the Assault Carrier before it can arrive at its destination, as well as potentially farm Fusion Cores for a Fusion Lance and/or Blaster Launcher. If your Firestorms are armed with Plasma, EMP, or Fusion weaponry instead, it becomes very easy to close out the game by reliably downing these.&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Fusion Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 9000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 180%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 6x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 2x [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;225&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;162&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]] &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]]&lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;175&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;126&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;70&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: Always assists in this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (XCOM HQ)|Retaliation (XCOM HQ)]]: Always shoots down the satellite over your HQ&lt;br /&gt;
&#039;&#039;&#039;Alien Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360)&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 5 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&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, packed to the teeth with weaponry, and very frustrating to deal with when they appear; unlike all of the large UFO types, Battleships will never land. They&#039;ll spawn in place of Scouts, Fighters, Raiders and Destroyers to target your satellites or bomb countries, which means you either shoot them down or pay the price of panic or satellite replacement costs. That said, DON&#039;T engage them at any point except very late in the game when you have almost all possible Interceptor upgrades; you won&#039;t have any possibility of shooting it down, and they can even one-shot Interceptors without health and armor upgrades. All you can really do when one appears is watch powerlessly and hope you don&#039;t see another one any time soon.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Battleships may only be fielded in this manner if the aliens are snowballing (i.e. you do an extremely poor job shooting down their UFOs over a stretch of time or let them build and maintain too many [[Alien Deployment (Long War)#Alien Bases|bases]]), or you allow the campaign to stretch on well into the latter half of the second year and especially into the third. Conversely, if you&#039;re doing well or even just holding out decently well in the air, they&#039;ll almost never show up... except as a harbinger of arguably one of the most difficult missions of the entire campaign, the [[Missions (Long War)#XCOM Base Defense|XCOM HQ Base Defense]], where it will be used to shoot down the satellite over your starting country. This will allow the follow up Assault Carrier (which delivers the troops used in the mission) to land at your base undetected, potentially catching you by surprise as it triggers the mission without warning. Fortunately, this mission type is rare; see the [[Alien Missions (Long War)#Retaliate|UFO Missions page]] for details.&lt;br /&gt;
&lt;br /&gt;
Battleships can only realistically be taken down with 10+ kill pilots in Firestorms with Plasma/EMP Cannons (or Fusion Lances from downed Assault Carriers) with max Foundry upgrades and triple modules; 1 might work but 2 should guarantee it. Once you&#039;ve downed one, you can try and use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] within to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can finish the campaign more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
==Other UFO Statistics==&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&lt;br /&gt;
The values listed above are the salvage obtained from a landed UFO. Crash sites provide significantly less salvage. Each individual alien device has its own specific chance of surviving a crash site:&lt;br /&gt;
:25% per [[Alien Artifacts (Long War)#Alien devices|Flight Computer]]&lt;br /&gt;
:20% per [[Alien Artifacts (Long War)#Alien devices|Power Source]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Alien Surgery]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Stasis Tank]]&lt;br /&gt;
:50% per [[Alien Artifacts (Long War)#Alien devices|Alien Food]]&lt;br /&gt;
:100% per [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]&lt;br /&gt;
&lt;br /&gt;
Each UFO class allows for a base number of alloys when salvaged, but only a fraction of that survives the crash site.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Alloys]] recovered from a crash site: 30% to 45% of the base value&lt;br /&gt;
&lt;br /&gt;
[[Alien Artifacts (Long War)#Alien materials|Elerium]] rewards scale directly with the base number of [[Alien Artifacts (Long War)#Alien devices|Power Sources]] the UFO awards. The amount per [[Alien Artifacts (Long War)#Alien devices|Power Source]] is set by difficulty, but each destroyed [[Alien Artifacts (Long War)#Alien devices|Power Source]] takes with it some or all of the Elerium stored within.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] for an &#039;&#039;intact&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 35/30/25/25 on Normal/Classic/Brutal/Impossible&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered per &#039;&#039;destroyed&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 0% to 30% of base value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use of an EMP Cannon additively increases the amount of alloys salvaged and the chance that UFO devices survive the crash by 20%. The amount of elerium isn&#039;t improved by using an EMP Cannon, but since the survival rate of Power Sources is, you should still expect to see an increase in the amount of [[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered from crash sites.&lt;br /&gt;
&lt;br /&gt;
:Device Survival Chance: +20% (applied additively)&lt;br /&gt;
:Alloys Salvaged: 50% to 65%&lt;br /&gt;
&lt;br /&gt;
Since the chance of most devices surviving a crash is low (in the range of 20% to 30%), the additive increase to their survival chance is relatively significant, so using the EMP Cannon can nearly double the amount of devices awarded.&lt;br /&gt;
&lt;br /&gt;
===UFO Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 50%&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_(Long_War)|Alien Research]], to a maximum of +2400 HP, +256 damage, and +64% aim at 960 points. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
===UFO Armor vs Damage Penetration===&lt;br /&gt;
Raw formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Armor - Penetration; min 0%, max 95%&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as (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; 9000 base health (+75 per 30 alien research), 180% armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 110% pen, rate of fire 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-110=70%, actual damage per hit becomes 195, or a minimum of 47 hits per Battleship. Requiring an average of 117 seconds of firing to score 47 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 47 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, 150% pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-150=30%, actual damage per hit becomes 217, or a minimum of 44 hits per Battleship. Requiring an estimated of 79 seconds of firing to score 44 hits at 30% accuracy, RoF 0.55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 24 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, 130% pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-130=50%, actual damage per hit becomes 600, or a minimum of 13 hits per Battleship. Requiring an estimated of 53 seconds of firing to score 13 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 16 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
===UFO Bounties===&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack without generating a crash site. The amount is directly proportional to the amount the final blow overkilled the target by, compared to the UFO&#039;s max HP; for instance, knocking a UFO to -27% HP has a 27% chance of destroying it.&lt;br /&gt;
&lt;br /&gt;
When this happens, the Council pays a bounty, depending upon the UFO type. Additionally, a small amount of alloys is recovered. The exact amount of salvage is rolled randomly every time a UFO is destroyed, and each value in the range is equally likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | UFO || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Alloys Recovered (Average)&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or Fighter || §100 || 2-7 (4.5) || 2-5 (3.5)&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or Raider || §200 || 2-11 (6.5) || 2-7 (4.5)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or Harvester || §300 || 2-14 (8) || 2-9 (5.5)&lt;br /&gt;
|-&lt;br /&gt;
| Transport or Terror Ship || §500 || 2-17 (9.5) || 2-11 (6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or Assault Carrier || §750 || 2-21 (11.5) || 2-13 (7.5)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || §500 || 2-12 (7) || 2-8 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Alien Missions (Long War)|UFO Sorties]]&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119350</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119350"/>
		<updated>2024-06-25T20:46:11Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the Medic&#039;s core perk, giving extra healing with minimal further investment. This makes Medic a decent class in the mid game, when damage tanking with MECs and Biotank Assault/Infantry become an option; the added sustain provided by medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal after fights rather than during fights due to the difficulty of finding a safe spot for the Medic to stand while healing, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can enable them to stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; both options also give Medics more things they could potentially do with their AP, such as Command or Psi Panic.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Medics generally don&#039;t tank or try and get shot at, so for the most part the only purpose of this in the early game on a medic is to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks); if someone gets crit-wounded, the Medic that&#039;s supposed to be stabilizing or reviving him is the last thing you want panicking. But soon your soldiers will gain enough Will that panic from mundane sources is no longer an issue; fortunately Steadfast also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful most of the time; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide an large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this make &lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} or {{Dense Smoke (Long War)}}&lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=119349</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=119349"/>
		<updated>2024-06-25T20:43:19Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Perks */ Removed the part about Bombard being exclusive to Medics and the implication that Scouts are a mediocre class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;Engineer]]&lt;br /&gt;
{{Toc (Long War)|55}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Sapper (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Repair (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Battle Scanner (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Mayhem (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{HEAT Ammo (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Fire Rocket (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=12 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. When carrying the Shredder Ammo item, the Engineer&#039;s rocket will simultaneously destroy cover and apply the Shredded condition.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situation - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed; Command will let you take a second capture attempt in a turn, and Disabling Shot (from either the Sniper perk or the Arc Rifle) will buy you a safe turn, as can stacking debuffs like Flashbangs, Chem Grenades, and Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; gives almost the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. The &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; also gains the +4 damage bonus from &#039;&#039;&#039;Mayhem&#039;&#039;&#039; that is applied to strike rifles, making it much more useful when not Disabling. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; can gain &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; via an item, and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly increased, though still limited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, the guaranteed damage to robotic units can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch. The rocket will also apply Shred when carrying Shredder Ammo.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist, allowing you to toss cover destruction, damage, and even support grenades like Chem deep into the enemy formation from outside of enemy vision. Thanks to Grenadier and Bombard, you can even mimic the bonus throw range of Battle Scanners without needing the associated perk.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a damage grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage, Cover destruction&lt;br /&gt;
|Weakness=Flyers, Single target damage&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Power Ranks=LCL for cover destruction, TSG and MSG for damage&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Often, this Engineer will simply provide cover destruction with Alien or HE grenades for his squad. Occasionally, clumped enemies will present an opportunity for a damage grenade, particularly Chryssalids, Berserkers, Seekers, and Drones. For these situations, AP grenades are preferred, but Alien grenades can be used in a pinch. Combine with a shredder rocket beforehand for deadly effect. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies, especially when there will likely be lots of melee enemies (terror missions) or plenty of destructible cover.&lt;br /&gt;
|Strategic Analysis=The explosives specialist provides two primary functions, cover destruction and AOE damage, and does excellently in these roles. The Repair skill is also incredibly useful once alien captures become a priority. However, it falls off late game mainly due to the fact that high-level Rocketeers are able do more damage, target flyers, and shred when necessary. They remain relevant for cover destruction, particularly after tactical rigging is acquired (allowing them to carry a staggering 9 grenades), however, a Toolbox engineer performs this roll nearly as well and provides far more utility. Thus, this build makes a good candidate to become Shoguns, who can be built to be one of the two best cover-destruction units in the game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} or {{Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage, Cover destruction&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Battle Scanner + Support Grenades (Flashbang, Chem Grenade, Psi Grenade, Mimic Beacon, Shadow Device)&lt;br /&gt;
|Power Ranks=None; build comes online immediately at LCL, and gains a bit more crowd control capability with every rank. TSG is a solid rank thanks to dense smoke.&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted, providing support for the squad in the form of Smoke cover, Suppression, and offensive support grenades. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement. Always bring Battle Scanners for the recon value they offer, either through the perk itself or as an item (you&#039;ll have worse throw range without the perk, at least until you pick up Bombard, but you&#039;ll have better Smoke grenades), and then fill the rest of your slots with utility grenades.&lt;br /&gt;
|Strategic Analysis=Support grenades are useful at every phase of the game, and so is the support grenadier. However, lacking the Repair perk can become a big problem mid-game when captures become important. Forgoing Suppression weakens the build significantly, because it is the only unlimited form of enemy neutralization the Support Grenadier has. If using this build, having at least two engineers of a different build in your roster is advised for use in the mid-game. One final note: Medics can take virtually the exact same build, albeit with Field Medic instead of Grenadier and Combat Drugs instead of Dense Smoke. If you would like support grenadiers in your roster, consider which of these two classes will better suit your needs and playstyle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Toolbox Engineer===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility: Intel, Cover destruction, Support grenades, Captures&lt;br /&gt;
|Weakness=Lacks specialization (except Battle Scanners)&lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine or SMG; Pistol; Any&lt;br /&gt;
|Power Ranks=LCL for cover destruction, TSG for intel&lt;br /&gt;
|Description=This is a strong hybrid build that allows the soldier to provide an incredible amount of utility, making them useful on almost any mission type. They can provide excellent cover destruction, get 3 support or damage grenades per backpack slot, and bring 4 arc thrower charges instead of just one. They excel at acquiring intel, as they get 3 battle scanners without a backpack slot upon reaching TSGT (and a 4th at GSGT). However, intel is the only thing this engineer truly excels at. Support Grenadiers provide better smoke and crowd control, and Explosives Specialists provide slightly better cover destruction thanks to Tandem Warheads. Employ this build when you need to be ready with consumables for a variety of different situations, but cannot justify the squad slots to bring multiple Engineers, Medics, or Rocketeers.&lt;br /&gt;
|Strategic Analysis=This build is useful throughout the game, but falls off slightly when captures are no longer necessary. Take Suppression instead of Repair if this concerns you, but be prepared to have shortages of alien captives and weapons unless you have other engineers with the Repair perk. Also note that there are Foundry projects that allow your Arc Thrower to restore HP to MECs and SHIVs, and another which allows it to capture enemy Drones, so you can still find uses for that Arc Thrower in the late game in some circumstances.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=See &amp;quot;Toolbox Engineer&amp;quot; above&lt;br /&gt;
|Weakness=See &amp;quot;Toolbox Engineer&amp;quot; above&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Power Ranks=LCL for cover destruction&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. While this is a great boon to your squad during a Data Recovery operation, this build can be a very real liability during Covert Extraction missions, where Run &#039;n&#039; Gun, Lightning Reflexes, Sprinter, and Concealment save lives; be prepared to lose this operative (along with the mission) during a Covert Extraction with unfortunate Comm Array placement.&lt;br /&gt;
|Strategic Analysis=This build is almost identical to the Toolbox Engineer, except without the Repair skill. Consider taking Repair instead of Will To Survive if you want this build to be more useful outside of covert operations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard Engineer===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}}&lt;br /&gt;
|CPL={{ Ranger (Long War)}}&lt;br /&gt;
|SGT={{ Suppression (Long War)}}&lt;br /&gt;
|TSG={{ Mayhem (Long War)}}&lt;br /&gt;
|GSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|MSG={{ Fire Rocket  (Long War)}}&lt;br /&gt;
|Boost= +5 Aim; +3 Will; +1 Mobility&lt;br /&gt;
|Strength=Increases damage output from the rest of the squad&lt;br /&gt;
|Weakness=Limited utility&lt;br /&gt;
|Battles=Small &amp;amp; Medium UFOs&lt;br /&gt;
|Loadout=Carbine; Shredder Ammo; HE/AP/Alien grenades&lt;br /&gt;
|Power Ranks=TSG for Mayhem Suppression&lt;br /&gt;
|Description=This soldier is entirely focused on increasing the accuracy and damage of the rest of the squad, without relying on consumables. Applying Holo-Shred-Suppression to priority targets is their primary role, while the Rocket serves as an emergency button. This makes them ideal for training missions, where they can cover for a lack of competent Gunner and Rocketeer simultaneously.&lt;br /&gt;
|Strategic Analysis=This build is meant for the mid to late game, acting as a babysitter for lower ranking troops. Using an item slot to carry Shredder Ammo and lacking grenade related perks other than Grenadier seriously limits their ability to fill typical Engineer roles. Gunners make better use of Holo-Shred-Suppression, and Rocketeers make better use of explosives, meaning you likely won&#039;t want more than one or two soldiers using this build on your roster. Adding Psionic abilities will greatly expand this soldier&#039;s options, making them even better at compensating for an otherwise low level squad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119348</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119348"/>
		<updated>2024-06-25T20:33:50Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the Medic&#039;s core perk, giving extra healing with minimal further investment. This makes Medic a decent class in the mid game, when damage tanking with MECs and Biotank Assault/Infantry become an option; the added sustain provided by medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal after fights rather than during fights due to the difficulty of finding a safe spot for the Medic to stand while healing, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can enable them to stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; both options also give Medics more things they could potentially do with their AP, such as Command or Psi Panic.&lt;br /&gt;
&lt;br /&gt;
===Perks by Rank===&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Medics generally don&#039;t tank or try and get shot at, so for the most part the only purpose of this in the early game on a medic is to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks); if someone gets crit-wounded, the Medic that&#039;s supposed to be stabilizing or reviving him is the last thing you want panicking. But soon your soldiers will gain enough Will that panic from mundane sources is no longer an issue; fortunately Steadfast also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful most of the time; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide an large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this make &lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} or {{Dense Smoke (Long War)}}&lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119345</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119345"/>
		<updated>2024-06-25T12:23:39Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Lance Corporal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the classes core perk, giving extra healing with minimal investment. This makes Medics a good choice in the mid game, when damage tanking with MECs and Biotank Assaults and Infantry become an option, since the added sustain provided by their medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal between fights rather than during fights due to the difficulty of finding a safe spot for the Medic to heal in the middle of a firefight, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can help the stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; Medics in particular appreciate the option to donate their AP to another unit that can make better use of it through the Officer perk &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Perks by Rank===&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Medics generally don&#039;t tank or try and get shot at, so for the most part the only purpose of this in the early game on a medic is to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks); if someone gets crit-wounded, the Medic that&#039;s supposed to be stabilizing or reviving him is the last thing you want panicking. But soon your soldiers will gain enough Will that panic from mundane sources is no longer an issue; fortunately Steadfast also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful most of the time; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide an large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this make &lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} or {{Dense Smoke (Long War)}}&lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119344</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119344"/>
		<updated>2024-06-25T12:18:24Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the classes core perk, giving extra healing with minimal investment. This makes Medics a good choice in the mid game, when damage tanking with MECs and Biotank Assaults and Infantry become an option, since the added sustain provided by their medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal between fights rather than during fights due to the difficulty of finding a safe spot for the Medic to heal in the middle of a firefight, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can help the stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; Medics in particular appreciate the option to donate their AP to another unit that can make better use of it through the Officer perk &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Perks by Rank===&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. In general, Steadfast has a niche use early game to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks), and it also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide an large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this make &lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} or {{Dense Smoke (Long War)}}&lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119343</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119343"/>
		<updated>2024-06-25T12:17:31Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Support */ Medics can&amp;#039;t use battle scanners.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the classes core perk, giving extra healing with minimal investment. This makes Medics a good choice in the mid game, when damage tanking with MECs and Biotank Assaults and Infantry become an option, since the added sustain provided by their medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal between fights rather than during fights due to the difficulty of finding a safe spot for the Medic to heal in the middle of a firefight, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can help the stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; Medics in particular appreciate the option to donate their AP to another unit that can make better use of it through the Officer perk &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Perks by Rank===&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. In general, Steadfast has a niche use early game to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks), and it also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide an large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this make &lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} &lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119342</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119342"/>
		<updated>2024-06-25T12:14:50Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Master Sergeant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the classes core perk, giving extra healing with minimal investment. This makes Medics a good choice in the mid game, when damage tanking with MECs and Biotank Assaults and Infantry become an option, since the added sustain provided by their medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal between fights rather than during fights due to the difficulty of finding a safe spot for the Medic to heal in the middle of a firefight, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can help the stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
&lt;br /&gt;
Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
&lt;br /&gt;
As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; Medics in particular appreciate the option to donate their AP to another unit that can make better use of it through the Officer perk &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Perks by Rank===&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
&lt;br /&gt;
====Lance Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
&lt;br /&gt;
{{Steadfast (Long War)|align=left}}Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. In general, Steadfast has a niche use early game to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks), and it also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. &lt;br /&gt;
&lt;br /&gt;
{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
&lt;br /&gt;
====Corporal====&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
&lt;br /&gt;
{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
&lt;br /&gt;
{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
&lt;br /&gt;
====Tech Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide an large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this make &lt;br /&gt;
&lt;br /&gt;
====Gunnery Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
&lt;br /&gt;
{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
&lt;br /&gt;
====Master Sergeant====&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
&lt;br /&gt;
{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} &lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better, as well as allowing decent use of Battlescanners.  This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119341</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=119341"/>
		<updated>2024-06-25T12:14:33Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
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The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
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:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
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&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
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==Tactical Advice==&lt;br /&gt;
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&#039;&#039;&#039;Field Medic&#039;&#039;&#039; is the classes core perk, giving extra healing with minimal investment. This makes Medics a good choice in the mid game, when damage tanking with MECs and Biotank Assaults and Infantry become an option, since the added sustain provided by their medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if &#039;&#039;&#039;Savior&#039;&#039;&#039; is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal between fights rather than during fights due to the difficulty of finding a safe spot for the Medic to heal in the middle of a firefight, though the perks &#039;&#039;&#039;Paramedic&#039;&#039;&#039; and &#039;&#039;&#039;Sprinter&#039;&#039;&#039; can help the stand out in the open to heal an injured unit and then run back into cover.&lt;br /&gt;
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Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (potentially upgraded at higher ranks with &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;) as their first action and then use &#039;&#039;&#039;Suppression&#039;&#039;&#039; with their second, assuming you&#039;ve taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can&#039;t necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by &#039;&#039;&#039;Lock n&#039;Load&#039;&#039;&#039; and the latter with a combination of &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, and the [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] foundry project.&lt;br /&gt;
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As you rank up, alternatives to Suppression become available: Overwatch (with &#039;&#039;&#039;Oppportunist&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, and possibly even &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won&#039;t be able to come close to leading your team as a damage dealer. Similarly, picking &#039;&#039;&#039;Bombard&#039;&#039;&#039; allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable [[Psionic_(Long_War)|Psionics]], and [[Officers (Long War)|Officers]]; Medics in particular appreciate the option to donate their AP to another unit that can make better use of it through the Officer perk &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
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===Perks by Rank===&lt;br /&gt;
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Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; for healing the squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; who providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you; mixing and matching between the roles is quite viable.&lt;br /&gt;
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====Lance Corporal====&lt;br /&gt;
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{{Suppression (Long War)|align=left}}Probably the go to pickup at this rank as it limits a single target&#039;s ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it&#039;s not something you&#039;re going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it&#039;s pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don&#039;t make a strong enough case for their use to justify losing Suppression.&lt;br /&gt;
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{{Steadfast (Long War)|align=left}}Picking Steadfast is basically an extremely long-term investment where you&#039;re expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that&#039;s a hard sell because Steadfast itself isn&#039;t that impactful; even if you&#039;re rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you. In general, Steadfast has a niche use early game to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks), and it also provides a hefty will boost that&#039;s decent in the long run for officers and psionic medics. &lt;br /&gt;
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{{Field Surgeon (Long War)|align=left}}If you are considering taking this - don&#039;t. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.&lt;br /&gt;
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====Corporal====&lt;br /&gt;
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{{Rapid Reaction (Long War)|align=left}}Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it&#039;s a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it&#039;s a hard perk to play around, but at the very least the other alternatives at this rank aren&#039;t insanely powerful or anything.&lt;br /&gt;
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{{Smoke And Mirrors (Long War)|align=left}}Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.&lt;br /&gt;
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{{Revive (Long War)|align=left}}One of those perks that inevitably seems to draw the ire of Murphy&#039;s Law: when you don&#039;t have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you&#039;re regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren&#039;t guaranteed to receive crit wounds when downed, so even if someone drops you probably won&#039;t get to use this.&lt;br /&gt;
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====Sergeant====&lt;br /&gt;
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{{Smoke Grenade (Long War)|align=left}}The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you&#039;re going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.&lt;br /&gt;
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{{Paramedic (Long War)|align=left}}Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you&#039;d only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.&lt;br /&gt;
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{{Ready For Anything (Long War)|align=left}}Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You&#039;d take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you&#039;re not out of Smokes. Shooting with a rifle on a build that doesn&#039;t have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it&#039;s a little something you can be doing every fight as opposed to something big you can only do on occasion.&lt;br /&gt;
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====Tech Sergeant====&lt;br /&gt;
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{{Opportunist (Long War)|align=left}}Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.&lt;br /&gt;
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{{Dense Smoke (Long War)|align=left}}The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it&#039;s nice to have instant heavy cover in your pocket for emergencies.&lt;br /&gt;
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{{Combat Drugs (Long War)|align=left}}Has a wider AoE than Dense Smoke and provide an large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this make &lt;br /&gt;
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====Gunnery Sergeant====&lt;br /&gt;
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{{Bombard (Long War)|align=left}}Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you&#039;re probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.&lt;br /&gt;
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{{Lock N Load (Long War)|align=left}}If you&#039;re planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.&lt;br /&gt;
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{{Sprinter (Long War)|align=left}}Kind of the ugly duckling here; a very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don&#039;t truly specialize in either grenades or shooting. If there&#039;s one notable synergy worth considering, it&#039;s that it can help you make much better use of Paramedic.&lt;br /&gt;
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====Master Sergeant====&lt;br /&gt;
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{{Packmaster (Long War)|align=left}}Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke &amp;amp; Mirrors should synergize further with Packmaster, letting you throw them much more liberally.&lt;br /&gt;
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{{Extra Conditioning (Long War)|align=left}}Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).&lt;br /&gt;
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{{Savior (Long War)|align=left}}You can justify this on some builds for a huge infusion of item-free healing potential. It&#039;s definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades.&lt;br /&gt;
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If you are debating whether &#039;&#039;Savior&#039;&#039; or &#039;&#039;Packmaster&#039;&#039; is the most worthwhile final choice consider the following:&lt;br /&gt;
* Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).&lt;br /&gt;
* With Packmaster, they&#039;ll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)&lt;br /&gt;
* With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).&lt;br /&gt;
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==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{Steadfast (Long War)}} or {{Suppression (Long War)}} &lt;br /&gt;
|CPL={{Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{Combat Drugs (Long War)}} &lt;br /&gt;
|GSG={{Bombard (Long War)}} &lt;br /&gt;
|MSG={{Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better, as well as allowing decent use of Battlescanners.  This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.  &lt;br /&gt;
}}&lt;br /&gt;
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===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent and Lock N&#039;Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don&#039;t exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+4 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg, good healing potential&lt;br /&gt;
|Weakness=lacks any smoke grenade perks&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags &lt;br /&gt;
|Power Ranks=SGT for healing support, TSG for overwatch, MSG for healing ability&lt;br /&gt;
|Description=These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N&#039;Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.&lt;br /&gt;
|Strategic Analysis=Simply put, throwing Paramedic into your soldiers&#039; ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn&#039;t otherwise get.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119340</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119340"/>
		<updated>2024-06-24T23:33:16Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
==Officer ranks==&lt;br /&gt;
* All officers are granted Lead by Example and Command for free. Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
* Officers recover slower from post-battle [[Soldiers_(Long_War)#Fatigue|fatigue]]. The additional time is 12 hours per officer rank (reduced to 6 hours with &#039;&#039;Gift of Osiris&#039;&#039; - Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 76%; padding: 5px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:15px;&amp;quot; | &#039;&#039;&#039;(All Officers get &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; of these abilities)&#039;&#039;&#039; ||&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
===Lead by Example===&lt;br /&gt;
&lt;br /&gt;
{{Lead By Example (Long War)|align=left}}Rewards stacking high amounts of will on your officer, since they can help non-psionic builds against psionic attackers. While panicking from mundane sources like wounds and other soldiers panicking is not generally a big deal beyond the very early game, enemy psions remain a deadly threat; a high will officer can go a long way towards babysitting low-ranked soldiers with low will while also encouraging enemy Sectoid Commanders to pick less dangerous Psi skills like Mindfray or Psi Panic, rather than the extremely deadly Mind Control. Keep in mind that since the range is only 8 tiles, your officer should generally be a class that is normally positioned in the center of your formation.  &lt;br /&gt;
&lt;br /&gt;
To maximize its benefit, [[Medic (Long War)|Medics]], [[Assault (Long War)|Assaults]], and [[Infantry (Long War)|Infantry]] have a good combination of base will gain per level plus bonus will from perks:&lt;br /&gt;
&lt;br /&gt;
* [[Assault_(Long_War)|Assaults]]: Assaults have 25 base will progression by MSgt, which is average. A [[Assault_(Long_War)#Tank_Psi_Assault|Biotank assault build]] with Steadfast (+5), Will to Survive (+3), Close Encounters (+3), and Extra Conditioning (+4) will have 15 bonus will from perks.&lt;br /&gt;
&lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Infantry have 25 base will progression by MSgt, which is average. A [[Infantry_(Long_War)#Tank_Infantry|taunt-tank suppression build]] with Steadfast (+5), Will to Survive (+3), and Extra Conditioning (+4) grants +12 total bonus will.&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Long War)|Medics]]: Medics have +28 will progression by MSgt, the only class with that much base will gain. They don&#039;t have good choices for will-boosting perks, as taking all four of Steadfast (+5), Revive (+2), Ready for Anything (+3), and Extra Conditioning (+4) doesn&#039;t really make for a coherent build, but if you do it&#039;s worth a grand total of +14 will.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
{{Command (Long War)|align=left}}Probably the single most significant ability in the Officers arsenal, allowing the officer to donate their action to another soldier. The ability can only be used on a unit that has expended all its actions, and the unit cannot have utilized &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for a bonus free action (other abilities that improve action economy but still cost an action point, such as Double Tap, Light em Up, Lock n&#039;Load, and Smoke Grenade, are fine). Some potential uses:&lt;br /&gt;
&lt;br /&gt;
* Double Capture: The officer can give an Engineer who has just failed a capture attempt a second shot at capturing. This is by far one of the most common use cases for command, since Capture attempts are roughly a coin flip in the best of cases.&lt;br /&gt;
* Meld/Bomb/Relay Dash: If a Meld can, Bomb node, or EXALT hack relay is more than a blue move away and you need to hit it right this turn or else, you can dash a unit in range and an officer can use Command on that unit to allow them to interact with it.&lt;br /&gt;
* Impromptu Lock n&#039;Load: The officer can ensure that another unit who has expended all their ammo can reload it and still take an important action this round, such as Suppression on a Gunner, or Disabling Shot on a Sniper.&lt;br /&gt;
* Double Rocket: The officer can allow a Rocketeer (mostly snapshot rocketeers, due to the significant penalties otherwise) to fire a second rocket this round. Alternately, a rocketeer can fire their rocket and then be given an extra action in order to steady another rocket for next turn.&lt;br /&gt;
* Shoot and Scoot: The officer can allow units who have expended their actions but find themselves in a risky position (e.g. after an accidental pod activation) to break LoS or Hunker in order to avoid retaliatory fire.&lt;br /&gt;
* Triple Tap: The officer can allow a high damage carry who has shot twice with Double Tap or Light em Up a third potential shot in the round. Similarly, a unit with Rapid Fire can potentially use it twice in a single turn for four total shots, trading ammo economy for raw alpha strike.&lt;br /&gt;
* In the Zone: The officer can allow a unit with In the Zone to continue their kill chain if it ends early, e.g. as a result of running out of ammo or missing a kill.&lt;br /&gt;
* Turn Mulligan: The officer that can&#039;t actually make use of their action this turn for anything useful can give it to someone else. As a simple example: move-limited units like LMG Gunners, SR Snipers, and non-Snapshot Rocketeers who find themselves out of position without any good shots this turn could move with their first action and give up the rest of their turn using Command.&lt;br /&gt;
&lt;br /&gt;
Note that when using Command on a unit that has its actions restricted or enabled as a result of a perk, such as Run &amp;amp; Gun and Double Tap, those restrictions remain in effect when Command is used. A unit that has activated either Run &amp;amp; Gun or Double Tap cannot move. A unit that has activated Double Tap can fire even if its actions would otherwise be limited (such as using an LMG or Sniper Rifle without snapshot).&lt;br /&gt;
&lt;br /&gt;
===Class and Build===&lt;br /&gt;
&lt;br /&gt;
Which class to make as your officer is a difficult choice with no clear-cut answers; there are always tradeoffs depending on your priorities. Generally, an ideal Officer build will fulfill the following requirements:&lt;br /&gt;
&lt;br /&gt;
# It&#039;s a class that can stack high will for use with &#039;&#039;&#039;Lead by Example&#039;&#039;&lt;br /&gt;
# A reliable and valuable build or class that you want to take into every mission&lt;br /&gt;
# It&#039;s actions aren&#039;t too valuable, so that it can afford to donate its action to another unit when an opportunity arises, via &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
# It&#039;s not the kind of class that could get a ton of use out of having Command being used on them&lt;br /&gt;
# It&#039;s not the kind of class that really wants to invest in Psionics, either a little for a Neural Gunlink or a lot for Psionic active abilities.&lt;br /&gt;
&lt;br /&gt;
No specific class or build clearly stands out as the obvious answer that fills all criteria, and some criteria are practically contradictory (e.g. compare 2 and 3, or 1 and 5).&lt;br /&gt;
&lt;br /&gt;
* [[Assault (Long War)|Assault]]: On the one hand, there are many situations where running forward into shotgun range will activate a pod, so assaults sometimes have to sit back and do nothing; giving up your action to someone else via Command can kinda make sense. And assaults &#039;&#039;&#039;generally&#039;&#039;&#039; don&#039;t like having Command used on them due to its bad interactions with Run &amp;amp; Gun, Close Encounters and Hit and Run, plus tank assaults happen to have incredibly high will. So weirdly enough it seems like assaults might make for a good officer build. But assault action economy is actually so incredibly situational that Command really isn&#039;t enough: sometimes your best choice with an Assault is literally to sit there and do nothing for five straight turns while the rest of your squad picks off targets at range. So assaults really like to have access to offensive psionic abilities that they can be using every turn, instead of Command which has limited charges and a long cooldown. &lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Taunt-tank infantry tend to have high will, though they aren&#039;t considered a particularly valuable build. And generally a taunt-tank infantry want to be Suppressing most of the time rather than giving up their action to someone else (not to mention it just being a bad idea in general to stick Command on any other infantry build that has Suppression, given how useful it is). And Crit Infantry have an absolutely cracked quintuple shot enabled by Command (Light Em Up &amp;gt; Rapid Fire &amp;gt; Rapid Fire) which is one of the main use cases for Command outside Engineers.&lt;br /&gt;
* [[Gunner (Long War)|Gunner]]: Gunners tend to have slightly above average will given the right perks, but not so much better that they can be considered a High will class like Assault, Infantry and Medic. They also tend to really like Command being used on them, whether for Double Tap, Rapid Fire, or just ensuring you have full Suppression uptime.&lt;br /&gt;
* [[Rocketeer (Long War)|Rocketeer]]: Rocketeers generally want to either fire their rocket or keep it steady to get ready to fire in a future round in case some powerful pod strolls into the fight while you&#039;re busy with another. But if you&#039;re the kind of person who fires a rocket as a fight starter instead of keeping one in reserve and have no plans on using Snapshot double rockets, then its a respectable choice, because Rocketeers happen to fulfill the seemingly mutually-exclusive niche between &amp;quot;you want them every mission&amp;quot; but &amp;quot;they don&#039;t necessarily have anything useful to do with their action&amp;quot;. But much like Assaults, their action economy can be so open that Psionics becomes valuable enough, like it does with Assaults.&lt;br /&gt;
* [[Scout (Long War)|Scout]]: They don&#039;t have much in the way of Will, but other than that, Hit and Run scouts aren&#039;t an awful choice for officers, especially since Hit and Run and Command don&#039;t synergize. This is especially true if you prefer support perks like Battle Scanners or Holo-Targeting over more aggressive options like Aggression and Bring em On, since such a build doesn&#039;t mind giving their turn up to other classes. In the Zone Shotgun scouts are easily one of the better uses for Command however, either to let them keep a kill chain going or bail them out if their chain ends early.&lt;br /&gt;
* [[Sniper (Long War)|Sniper]]: Snipers tend to have much lower will than other options and sit too far back from anyone else anyways. They get a lot from having Command used on them, specifically the In the Zone and Double Tap crit builds.&lt;br /&gt;
* [[Engineer (Long War)|Engineer]]: Engineers make awful Officers if for no other reason than capture attempts being your #1 use for spare Command charges for large portions of the game.&lt;br /&gt;
* [[Medic (Long War)|Medic]]: Most medic builds tend to have actions that aren&#039;t quite valuable enough that you&#039;d have to reason to pass it on to someone else via command (with one exception), but not so useless that you need to give them a whole new action set with Psionics. But medics are generally the weakest Long War class unless and until you start actively tanking damage and need a dedicated healer... and once again Suppression is that big, glaring exception to the rule of medic actions being kinda bad that you often don&#039;t want being mutually-exclusive with Command.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
&lt;br /&gt;
{{Stay Frosty (Long War)|align=left}}Generally the better overall pick on most officers, getting your entire squad back in the fight quicker and mitigating Fatigue spirals. Base fatigue is 3-5 days, plus a couple extra days for psionics and officers; knocking 24 hours off that timer is about a 15% to 33% reduction in fatigue time, which is important when you&#039;re fielding a mission every couple of days.&lt;br /&gt;
&lt;br /&gt;
{{Legio Patria Nostra (Long War)|align=left}}An interesting idea on your highest-ranked officer, giving your entire team up to +12 will on the toughest missions like Alien Base Assaults, EXALT HQ Assaults, and the Temple Ship. Since panic is generally not a significant issue for high level soldiers, the main value is to help you utilize (and defend against) offensive psionic abilities like Mindfray, Psi Panic, Mind Control, and Rift.&lt;br /&gt;
&lt;br /&gt;
====Captain====&lt;br /&gt;
&lt;br /&gt;
{{Semper Vigilans (Long War)|align=left}}If you primarily use MECs to tank, it&#039;s generally your better option, since they can&#039;t take advantage of Fortiores Una. It&#039;s also good in situations where your game plan revolves around taking no hits at all, such as where you&#039;ve skimped on good armor in favor of other research and so any hit has the potential to knock your soldier out for a month. Defense stacking gets better the more of it you stack (up to a limit): reducing a 90% hit to 85% is not too significant, but reducing a 10% to 5% means taking half as many hits as before.&lt;br /&gt;
&lt;br /&gt;
{{Fortiores Una (Long War)|align=left}}On bio units the effect of extra DR is generally much more significant of a survivability increase than the 5 defense from Semper Vigilans, but it has no real help to MECs and SHIVs since they don&#039;t take cover. Much like Defense Stacking, note that DR gets better the more of it you stack: reducing a 7 HP hit to 6 HP probably won&#039;t make you take fewer hits before being killed, but reducing it to a 1 HP hit with DR-stacking (e.g. Cover, Fortiores Una, Will to Survive, Iron Skin, Mind Merge, Combat Stims) can allow you to shrug off dozens of shots without even taking injuries.&lt;br /&gt;
&lt;br /&gt;
====Major====&lt;br /&gt;
&lt;br /&gt;
{{Into The Breach (Long War)|align=left}}Mission completion XP is generally around 100, or more if you spot high-level aliens like Outsiders, so this adds around 25 XP to your low level troops per mission. On a standard 8 man squad, that&#039;s at least 200 total extra XP, assuming nobody is Tech Sergeant or higher, which is generally way more than you could get from So Shall You Fight. But the main issue is that it doesn&#039;t apply to any units above Sergeant rank. It&#039;s a really strong pick with your first officer to hit Tech Sergeant, but falls off after a couple of months, though it can still be valuable later in the game when taking council reward Sergeants to crashed Scouts and Fighters alongside a babysitting GSgt or MSgt.&lt;br /&gt;
&lt;br /&gt;
{{So Shall You FIght (Long War)|align=left}}Generally you get around 20 XP for killing weak enemies and more from tougher foes, so adding this gives you at least 5 extra XP per kill. To match the approximately 200 XP per mission that Into The Breach gives you, you&#039;d need about 50 kills per mission spread across your squad, which is obviously unrealistic... but keep in mind Into the Breach doesn&#039;t apply to any units ranked above Sergeant. In the long run,this is probably the better choice, since the grind from Tech Sergeant to Master Sergeant requires a ton of XP and troops in that range tend to play lots of missions where they get a ton of kills.&lt;br /&gt;
&lt;br /&gt;
====Colonel====&lt;br /&gt;
&lt;br /&gt;
{{Band Of Warriors (Long War)|align=left}}Killing enemies with big alpha strikes remains a great idea so the offensive benefits of more Aim are usually better in general, particularly for fliers or targets in indestructible cover. You can generally bank on having 2 continent bonuses by the time this comes out and the extra resources you get from raiding Alien Bases makes securing all 5 continent bonuses a nice idea regardless. &lt;br /&gt;
&lt;br /&gt;
{{Esprit De Corps (Long War)|align=left}}If you&#039;ve developed builds and a playstyle around Defense stacking as your primary means of tanking and you like using offensive psionics, there&#039;s a possibility for this to be a better choice than Band of Warriors, but in general killing enemies more reliably with guns thanks to your higher Aim is the better choice.&lt;br /&gt;
&lt;br /&gt;
====Field Commander====&lt;br /&gt;
&lt;br /&gt;
{{So Others May Live (Long War)|align=left}}Eventually, you might be able to get an alpha team to +8, but that could take almost two months given the ~1 week fatigue between missions that a bunch of MSgts have. That&#039;s a lot of time to spend for a modest benefit, but at least the benefits carry over into missions where the officer isn&#039;t present.&lt;br /&gt;
&lt;br /&gt;
{{Combined Arms (Long War)|align=left}}Almost everything in this game has at least some DR, either from cover or innate DR, so this is at minimum a +0.67 damage increase against anything in low cover, and +1 damage against everything else. 1 damage is a lot in the early game, but by the time you have a MSgt Officer, it&#039;s closer to average. But you get it all up front without needing to grind for two months.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119331</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119331"/>
		<updated>2024-06-24T06:02:45Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
==Officer ranks==&lt;br /&gt;
* All officers are granted Lead by Example and Command for free. Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
* Officers recover slower from post-battle [[Soldiers_(Long_War)#Fatigue|fatigue]]. The additional time is 12 hours per officer rank (reduced to 6 hours with &#039;&#039;Gift of Osiris&#039;&#039; - Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 76%; padding: 5px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:15px;&amp;quot; | &#039;&#039;&#039;(All Officers get &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; of these abilities)&#039;&#039;&#039; ||&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
===Lead by Example===&lt;br /&gt;
&lt;br /&gt;
{{Lead By Example (Long War)|align=left}}causes the officer to increase the will of allies within 8 tiles to match the Officers will, if the Officer&#039;s will is higher. This rewards stacking high amounts of will on your officer, since they can help non-psionic builds against psionic attackers. While panicking from mundane sources like wounds and other soldiers panicking is not generally a big deal beyond the very early game, enemy psions remain a deadly threat; a high will officer can go a long way towards babysitting low-ranked soldiers with low will while also encouraging enemy Sectoid Commanders to pick less dangerous Psi skills like Mindfray or Psi Panic, rather than the extremely deadly Mind Control. Keep in mind that since the range is only 8 tiles, your officer should generally be a class that is normally positioned in the center of your formation.  &lt;br /&gt;
&lt;br /&gt;
To maximize its benefit, [[Medic (Long War)|Medics]], [[Assault (Long War)|Assaults]], and [[Infantry (Long War)|Infantry]] have a good combination of base will gain per level plus bonus will from perks:&lt;br /&gt;
&lt;br /&gt;
* [[Assault_(Long_War)|Assaults]]: Assaults have 25 base will progression by MSgt, which is average. A [[Assault_(Long_War)#Tank_Psi_Assault|Biotank assault build]] with Steadfast (+5), Will to Survive (+3), Close Encounters (+3), and Extra Conditioning (+4) will have 15 bonus will from perks.&lt;br /&gt;
&lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Infantry have 25 base will progression by MSgt, which is average. A [[Infantry_(Long_War)#Tank_Infantry|taunt-tank suppression build]] with Steadfast (+5), Will to Survive (+3), and Extra Conditioning (+4) grants +12 total bonus will.&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Long War)|Medics]]: Medics have +28 will progression by MSgt, the only class with that much base will gain. They don&#039;t have good choices for will-boosting perks, as taking all four of Steadfast (+5), Revive (+2), Ready for Anything (+3), and Extra Conditioning (+4) doesn&#039;t really make for a coherent build, but if you do it&#039;s worth a grand total of +14 will.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
{{Command (Long War)|align=left}}is probably the single most significant ability in the Officers arsenal, allowing the officer to donate their action to another soldier. The ability can only be used on a unit that has expended all its actions, and the unit cannot have utilized &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for a bonus free action (other abilities that improve action economy but still cost an action point, such as Double Tap, Light em Up, Lock n&#039;Load, and Smoke Grenade, are fine). Some potential uses:&lt;br /&gt;
&lt;br /&gt;
* Double Capture: The officer can give an Engineer who has just failed a capture attempt a second shot at capturing. This is by far one of the most common use cases for command, since Capture attempts are roughly a coin flip in the best of cases.&lt;br /&gt;
* Meld/Bomb/Relay Dash: If a Meld can, Bomb node, or EXALT hack relay is more than a blue move away and you need to hit it right this turn or else, you can dash a unit in range and an officer can use Command on that unit to allow them to interact with it.&lt;br /&gt;
* Impromptu Lock n&#039;Load: The officer can ensure that another unit who has expended all their ammo can reload it and still take an important action this round, such as Suppression on a Gunner, or Disabling Shot on a Sniper.&lt;br /&gt;
* Double Rocket: The officer can allow a Rocketeer (mostly snapshot rocketeers, due to the significant penalties otherwise) to fire a second rocket this round. Alternately, a rocketeer can fire their rocket and then be given an extra action in order to steady another rocket for next turn.&lt;br /&gt;
* Shoot and Scoot: The officer can allow units who have expended their actions but find themselves in a risky position (e.g. after an accidental pod activation) to break LoS or Hunker in order to avoid retaliatory fire.&lt;br /&gt;
* Triple Tap: The officer can allow a high damage carry who has shot twice with Double Tap or Light em Up a third potential shot in the round. Similarly, a unit with Rapid Fire can potentially use it twice in a single turn for four total shots, trading ammo economy for raw alpha strike.&lt;br /&gt;
* In the Zone: The officer can allow a unit with In the Zone to continue their kill chain if it ends early, e.g. as a result of running out of ammo or missing a kill.&lt;br /&gt;
* Turn Mulligan: The officer that can&#039;t actually make use of their action this turn for anything useful can give it to someone else. As a simple example: move-limited units like LMG Gunners, SR Snipers, and non-Snapshot Rocketeers who find themselves out of position without any good shots this turn could move with their first action and give up the rest of their turn using Command.&lt;br /&gt;
&lt;br /&gt;
Note that when using Command on a unit that has its actions restricted or enabled as a result of a perk, such as Run &amp;amp; Gun and Double Tap, those restrictions remain in effect when Command is used. A unit that has activated either Run &amp;amp; Gun or Double Tap cannot move. A unit that has activated Double Tap can fire even if its actions would otherwise be limited (such as using an LMG or Sniper Rifle without snapshot).&lt;br /&gt;
&lt;br /&gt;
===Class and Build===&lt;br /&gt;
&lt;br /&gt;
Which class to make as your officer is a difficult choice with no clear-cut answers; there are always tradeoffs depending on your priorities. Generally, an ideal Officer build will fulfill the following requirements:&lt;br /&gt;
&lt;br /&gt;
# It&#039;s a class that can stack high will for use with &#039;&#039;&#039;Lead by Example&#039;&#039;&lt;br /&gt;
# A reliable and valuable build or class that you want to take into every mission&lt;br /&gt;
# It&#039;s actions aren&#039;t too valuable, so that it can afford to donate its action to another unit when an opportunity arises, via &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
# It&#039;s not the kind of class that could get a ton of use out of having Command being used on them&lt;br /&gt;
# It&#039;s not the kind of class that really wants to invest in Psionics, either a little for a Neural Gunlink or a lot for Psionic active abilities.&lt;br /&gt;
&lt;br /&gt;
No specific class or build clearly stands out as the obvious answer that fills all criteria, and some criteria are practically contradictory (e.g. compare 2 and 3, or 1 and 5).&lt;br /&gt;
&lt;br /&gt;
* [[Assault (Long War)|Assault]]: On the one hand, there are many situations where running forward into shotgun range will activate a pod, so assaults sometimes have to sit back and do nothing; giving up your action to someone else via Command can kinda make sense. And assaults &#039;&#039;&#039;generally&#039;&#039;&#039; don&#039;t like having Command used on them due to its bad interactions with Run &amp;amp; Gun, Close Encounters and Hit and Run, plus tank assaults happen to have incredibly high will. So weirdly enough it seems like assaults might make for a good officer build. But assault action economy is actually so incredibly situational that Command really isn&#039;t enough: sometimes your best choice with an Assault is literally to sit there and do nothing for five straight turns while the rest of your squad picks off targets at range. So assaults really like to have access to offensive psionic abilities that they can be using every turn, instead of Command which has limited charges and a long cooldown. &lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Taunt-tank infantry tend to have high will, though they aren&#039;t considered a particularly valuable build. And generally a taunt-tank infantry want to be Suppressing most of the time rather than giving up their action to someone else (not to mention it just being a bad idea in general to stick Command on any other infantry build that has Suppression, given how useful it is). And Crit Infantry have an absolutely cracked quintuple shot enabled by Command (Light Em Up &amp;gt; Rapid Fire &amp;gt; Rapid Fire) which is one of the main use cases for Command outside Engineers.&lt;br /&gt;
* [[Gunner (Long War)|Gunner]]: Gunners tend to have slightly above average will given the right perks, but not so much better that they can be considered a High will class like Assault, Infantry and Medic. They also tend to really like Command being used on them, whether for Double Tap, Rapid Fire, or just ensuring you have full Suppression uptime.&lt;br /&gt;
* [[Rocketeer (Long War)|Rocketeer]]: Rocketeers generally want to either fire their rocket or keep it steady to get ready to fire in a future round in case some powerful pod strolls into the fight while you&#039;re busy with another. But if you&#039;re the kind of person who fires a rocket as a fight starter instead of keeping one in reserve and have no plans on using Snapshot double rockets, then its a respectable choice, because Rocketeers happen to fulfill the seemingly mutually-exclusive niche between &amp;quot;you want them every mission&amp;quot; but &amp;quot;they don&#039;t necessarily have anything useful to do with their action&amp;quot;. But much like Assaults, their action economy can be so open that Psionics becomes valuable enough, like it does with Assaults.&lt;br /&gt;
* [[Scout (Long War)|Scout]]: They don&#039;t have much in the way of Will, but other than that, Hit and Run scouts aren&#039;t an awful choice for officers, especially since Hit and Run and Command don&#039;t synergize. This is especially true if you prefer support perks like Battle Scanners or Holo-Targeting over more aggressive options like Aggression and Bring em On, since such a build doesn&#039;t mind giving their turn up to other classes. In the Zone Shotgun scouts are easily one of the better uses for Command however, either to let them keep a kill chain going or bail them out if their chain ends early.&lt;br /&gt;
* [[Sniper (Long War)|Sniper]]: Snipers tend to have much lower will than other options and sit too far back from anyone else anyways. They get a lot from having Command used on them, specifically the In the Zone and Double Tap crit builds.&lt;br /&gt;
* [[Engineer (Long War)|Engineer]]: Engineers make awful Officers if for no other reason than capture attempts being your #1 use for spare Command charges for large portions of the game.&lt;br /&gt;
* [[Medic (Long War)|Medic]]: Most medic builds tend to have actions that aren&#039;t quite valuable enough that you&#039;d have to reason to pass it on to someone else via command (with one exception), but not so useless that you need to give them a whole new action set with Psionics. But medics are generally the weakest Long War class unless and until you start actively tanking damage and need a dedicated healer... and once again Suppression is that big, glaring exception to the rule of medic actions being kinda bad that you often don&#039;t want being mutually-exclusive with Command.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
&lt;br /&gt;
{{Stay Frosty (Long War)|align=left}}is generally the better overall pick on most officers, getting your entire squad back in the fight quicker and mitigating Fatigue spirals. Base fatigue is 3-5 days, plus a couple extra days for psionics and officers; knocking 24 hours off that timer is about a 15% to 33% reduction in fatigue time, which is important when you&#039;re fielding a mission every couple of days.&lt;br /&gt;
&lt;br /&gt;
{{Legio Patria Nostra (Long War)|align=left}}is an interesting idea on your highest-ranked officer, giving your entire team up to +12 will on the toughest missions like Alien Base Assaults, EXALT HQ Assaults, and the Temple Ship. Since panic is generally not a significant issue for high level soldiers, the main value is to help you utilize (and defend against) offensive psionic abilities like Mindfray, Psi Panic, Mind Control, and Rift.&lt;br /&gt;
&lt;br /&gt;
====Captain====&lt;br /&gt;
&lt;br /&gt;
{{Semper Vigilans (Long War)|align=left}}increases defense of all friendly units by 5. If you primarily use MECs to tank, it&#039;s generally your better option, since they can&#039;t take advantage of Fortiores Una. It&#039;s also good in situations where your game plan revolves around taking no hits at all, such as where you&#039;ve skimped on good armor in favor of other research and so any hit has the potential to knock your soldier out for a month. Defense stacking gets better the more of it you stack (up to a limit): reducing a 90% hit to 85% is not too significant, but reducing a 10% to 5% means taking half as many hits as before.&lt;br /&gt;
&lt;br /&gt;
{{Fortiores Una (Long War)|align=left}}adds 0.67 DR on soldiers in low cover and 1.0 DR on soldiers in high cover, and is a solid idea if you like fielding biotanks. On bio units the effect of extra DR is generally much more significant of a survivability increase than the 5 defense from Semper Vigilans, but it has no real effect on MECs since they don&#039;t take cover. Much like Defense Stacking, note that DR gets better the more of it you stack: reducing a 7 HP hit to 6 HP probably won&#039;t make you take fewer hits before being killed, but reducing it to a 1 HP hit with DR-stacking (e.g. Cover, Fortiores Una, Will to Survive, Iron Skin, Mind Merge, Combat Stims) can allow you to shrug off dozens of shots without even taking injuries.&lt;br /&gt;
&lt;br /&gt;
====Major====&lt;br /&gt;
&lt;br /&gt;
{{Into The Breach (Long War)|align=left}}increases mission completion bonus XP by 25% for soldiers of Sergeant rank or lower. Mission completion XP is generally around 100, or more if you spot high-level aliens like Outsiders, so this adds around 25 XP to your low level troops per mission. On a standard 8 man squad, that&#039;s at least 200 total extra XP, assuming nobody is Tech Sergeant or higher, which is generally way more than you could get from So Shall You Fight. But the main issue is that it doesn&#039;t apply to any units above Sergeant rank. It&#039;s a really strong pick with your first officer to hit Tech Sergeant, but falls off after a couple of months, though it can still be valuable later in the game when taking council reward Sergeants to crashed Scouts and Fighters alongside a babysitting GSgt or MSgt.&lt;br /&gt;
&lt;br /&gt;
{{So Shall You FIght (Long War)|align=left}}increases kill XP by 25%. Generally you get around 20 XP for killing weak enemies and more from tougher foes, so adding this gives you at least 5 extra XP per kill. To match the approximately 200 XP per mission that Into The Breach gives you, you&#039;d need about 50 kills per mission spread across your squad, which is obviously unrealistic... but keep in mind Into the Breach doesn&#039;t apply to any units ranked above Sergeant. In the long run,this is probably the better choice, since the grind from Tech Sergeant to Master Sergeant requires a ton of XP and troops in that range tend to play lots of missions where they get a ton of kills.&lt;br /&gt;
&lt;br /&gt;
====Colonel====&lt;br /&gt;
&lt;br /&gt;
{{Band Of Warriors (Long War)|align=left}}gives your squad 2 Aim per continent bonus you have, up to a maximum of 10 when you have all 5 continent bonuses. 10 Aim will make your squad much more reliable, particularly against flying or in cover enemies. You can generally bank on having 2, maybe 3 continent bonuses by the time this comes out and the extra resources you get from raiding Alien Bases makes securing all 5 continent bonuses a nice idea regardless. Killing enemies with big alpha strikes remains a great idea so the offensive benefits of more Aim are usually better in general.&lt;br /&gt;
&lt;br /&gt;
{{Esprit De Corps (Long War)|align=left}}gives your entire squad an extra 5 defense and 5 will. If you&#039;ve developed builds and a playstyle around Defense stacking as your primary means of tanking and you like using offensive psionics, there&#039;s a possibility for this to be a better choice than Band of Warriors, but in general killing enemies more reliably with guns thanks to your higher Aim is the better choice.&lt;br /&gt;
&lt;br /&gt;
====Field Commander====&lt;br /&gt;
&lt;br /&gt;
{{So Others May Live (Long War)|align=left}}gives individual all soldiers in the mission +1 Aim and +1 Will every time they complete a mission with no deaths, up to a max of +8. Eventually, you might be able to get an alpha team to +8, but that could take almost two months given the ~1 week fatigue between missions that a bunch of MSgts have.&lt;br /&gt;
&lt;br /&gt;
{{Combined Arms (Long War)|align=left}}gives your entire squad 1 DR pen. Almost everything in this game has at least some DR, either from cover or innate DR, so this is at minimum a +0.67 damage increase against anything in low cover, and +1 damage against everything else.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119330</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119330"/>
		<updated>2024-06-24T06:02:16Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Lead by Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
==Officer ranks==&lt;br /&gt;
* All officers are granted Lead by Example and Command for free. Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
* Officers recover slower from post-battle [[Soldiers_(Long_War)#Fatigue|fatigue]]. The additional time is 12 hours per officer rank (reduced to 6 hours with &#039;&#039;Gift of Osiris&#039;&#039; - Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 76%; padding: 5px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:15px;&amp;quot; | &#039;&#039;&#039;(All Officers get &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; of these abilities)&#039;&#039;&#039; ||&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
===Lead by Example===&lt;br /&gt;
&lt;br /&gt;
{{Lead By Example (Long War)|align=left}}causes the officer to increase the will of allies within 8 tiles to match the Officers will, if the Officer&#039;s will is higher. This rewards stacking high amounts of will on your officer, since they can help non-psionic builds against psionic attackers. While panicking from mundane sources like wounds and other soldiers panicking is not generally a big deal beyond the very early game, enemy psions remain a deadly threat; a high will officer can go a long way towards babysitting low-ranked soldiers with low will while also encouraging enemy Sectoid Commanders to pick less dangerous Psi skills like Mindfray or Psi Panic, rather than the extremely deadly Mind Control. Keep in mind that since the range is only 8 tiles, your officer should generally be a class that is normally positioned in the center of your formation.  &lt;br /&gt;
&lt;br /&gt;
To maximize its benefit, [[Medic (Long War)|Medics]], [[Assault (Long War)|Assaults]], and [[Infantry (Long War)|Infantry]] have a good combination of base will gain per level plus bonus will from perks:&lt;br /&gt;
&lt;br /&gt;
* [[Assault_(Long_War)|Assaults]]: Assaults have 25 base will progression by MSgt, which is average. A [[Assault_(Long_War)#Tank_Psi_Assault|Biotank assault build]] with Steadfast (+5), Will to Survive (+3), Close Encounters (+3), and Extra Conditioning (+4) will have 15 bonus will from perks.&lt;br /&gt;
&lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Infantry have 25 base will progression by MSgt, which is average. A [[Infantry_(Long_War)#Tank_Infantry|taunt-tank suppression build]] with Steadfast (+5), Will to Survive (+3), and Extra Conditioning (+4) grants +12 total bonus will.&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Long War)|Medics]]: Medics have +28 will progression by MSgt, the only class with that much base will gain. They don&#039;t have good choices for will-boosting perks, as taking all four of Steadfast (+5), Revive (+2), Ready for Anything (+3), and Extra Conditioning (+4) doesn&#039;t really make for a coherent build, but if you do it&#039;s worth a grand total of +14 will.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
{{Command (Long War)|align=left}}is probably the single most significant ability in the Officers arsenal, allowing the officer to donate their action to another soldier. The ability can only be used on a unit that has expended all its actions, and the unit cannot have utilized &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for a bonus free action (other abilities that improve action economy but still cost an action point, such as Double Tap, Light em Up, Lock n&#039;Load, and Smoke Grenade, are fine). Some potential uses:&lt;br /&gt;
&lt;br /&gt;
* Double Capture: The officer can give an Engineer who has just failed a capture attempt a second shot at capturing. This is by far one of the most common use cases for command, since Capture attempts are roughly a coin flip in the best of cases.&lt;br /&gt;
* Meld/Bomb/Relay Dash: If a Meld can, Bomb node, or EXALT hack relay is more than a blue move away and you need to hit it right this turn or else, you can dash a unit in range and an officer can use Command on that unit to allow them to interact with it.&lt;br /&gt;
* Impromptu Lock n&#039;Load: The officer can ensure that another unit who has expended all their ammo can reload it and still take an important action this round, such as Suppression on a Gunner, or Disabling Shot on a Sniper.&lt;br /&gt;
* Double Rocket: The officer can allow a Rocketeer (mostly snapshot rocketeers, due to the significant penalties otherwise) to fire a second rocket this round. Alternately, a rocketeer can fire their rocket and then be given an extra action in order to steady another rocket for next turn.&lt;br /&gt;
* Shoot and Scoot: The officer can allow units who have expended their actions but find themselves in a risky position (e.g. after an accidental pod activation) to break LoS or Hunker in order to avoid retaliatory fire.&lt;br /&gt;
* Triple Tap: The officer can allow a high damage carry who has shot twice with Double Tap or Light em Up a third potential shot in the round. Similarly, a unit with Rapid Fire can potentially use it twice in a single turn for four total shots, trading ammo economy for raw alpha strike.&lt;br /&gt;
* In the Zone: The officer can allow a unit with In the Zone to continue their kill chain if it ends early, e.g. as a result of running out of ammo or missing a kill.&lt;br /&gt;
* Turn Mulligan: The officer that can&#039;t actually make use of their action this turn for anything useful can give it to someone else. As a simple example: move-limited units like LMG Gunners, SR Snipers, and non-Snapshot Rocketeers who find themselves out of position without any good shots this turn could move with their first action and give up the rest of their turn using Command.&lt;br /&gt;
&lt;br /&gt;
Note that when using Command on a unit that has its actions restricted or enabled as a result of a perk, such as Run &amp;amp; Gun and Double Tap, those restrictions remain in effect when Command is used. A unit that has activated either Run &amp;amp; Gun or Double Tap cannot move. A unit that has activated Double Tap can fire even if its actions would otherwise be limited (such as using an LMG or Sniper Rifle without snapshot).&lt;br /&gt;
&lt;br /&gt;
===Class and Build===&lt;br /&gt;
&lt;br /&gt;
Which class to make as your officer is a difficult choice with no clear-cut answers; there are always tradeoffs depending on your priorities. Generally, an ideal Officer build will fulfill the following requirements:&lt;br /&gt;
&lt;br /&gt;
# It&#039;s a class that can stack high will for use with &#039;&#039;&#039;Lead by Example&#039;&#039;&lt;br /&gt;
# A reliable and valuable build or class that you want to take into every mission&lt;br /&gt;
# It&#039;s actions aren&#039;t too valuable, so that it can afford to donate its action to another unit when an opportunity arises, via &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
# It&#039;s not the kind of class that could get a ton of use out of having Command being used on them&lt;br /&gt;
# It&#039;s not the kind of class that really wants to invest in Psionics, either a little for a Neural Gunlink or a lot for Psionic active abilities.&lt;br /&gt;
&lt;br /&gt;
No specific class or build clearly stands out as the obvious answer that fills all criteria, and some criteria are practically contradictory (e.g. compare 2 and 3, or 1 and 5).&lt;br /&gt;
&lt;br /&gt;
* [[Assault (Long War)|Assault]]: On the one hand, there are many situations where running forward into shotgun range will activate a pod, so assaults sometimes have to sit back and do nothing; giving up your action to someone else via Command can kinda make sense. And assaults &#039;&#039;&#039;generally&#039;&#039;&#039; don&#039;t like having Command used on them due to its bad interactions with Run &amp;amp; Gun, Close Encounters and Hit and Run, plus tank assaults happen to have incredibly high will. So weirdly enough it seems like assaults might make for a good officer build. But assault action economy is actually so incredibly situational that Command really isn&#039;t enough: sometimes your best choice with an Assault is literally to sit there and do nothing for five straight turns while the rest of your squad picks off targets at range. So assaults really like to have access to offensive psionic abilities that they can be using every turn, instead of Command which has limited charges and a long cooldown. &lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Taunt-tank infantry tend to have high will, though they aren&#039;t considered a particularly valuable build. And generally a taunt-tank infantry want to be Suppressing most of the time rather than giving up their action to someone else (not to mention it just being a bad idea in general to stick Command on any other infantry build that has Suppression, given how useful it is). And Crit Infantry have an absolutely cracked quintuple shot enabled by Command (Light Em Up &amp;gt; Rapid Fire &amp;gt; Rapid Fire) which is one of the main use cases for Command outside Engineers.&lt;br /&gt;
* [[Gunner (Long War)|Gunner]]: Gunners tend to have slightly above average will given the right perks, but not so much better that they can be considered a High will class like Assault, Infantry and Medic. They also tend to really like Command being used on them, whether for Double Tap, Rapid Fire, or just ensuring you have full Suppression uptime.&lt;br /&gt;
* [[Rocketeer (Long War)|Rocketeer]]: Rocketeers generally want to either fire their rocket or keep it steady to get ready to fire in a future round in case some powerful pod strolls into the fight while you&#039;re busy with another. But if you&#039;re the kind of person who fires a rocket as a fight starter instead of keeping one in reserve and have no plans on using Snapshot double rockets, then its a respectable choice, because Rocketeers happen to fulfill the seemingly mutually-exclusive niche between &amp;quot;you want them every mission&amp;quot; but &amp;quot;they don&#039;t necessarily have anything useful to do with their action&amp;quot;. But much like Assaults, their action economy can be so open that Psionics becomes valuable enough, like it does with Assaults.&lt;br /&gt;
* [[Scout (Long War)|Scout]]: They don&#039;t have much in the way of Will, but other than that, Hit and Run scouts aren&#039;t an awful choice for officers, especially since Hit and Run and Command don&#039;t synergize. This is especially true if you prefer support perks like Battle Scanners or Holo-Targeting over more aggressive options like Aggression and Bring em On, since such a build doesn&#039;t mind giving their turn up to other classes. In the Zone Shotgun scouts are easily one of the better uses for Command however, either to let them keep a kill chain going or bail them out if their chain ends early.&lt;br /&gt;
* [[Sniper (Long War)|Sniper]]: Snipers tend to have much lower will than other options and sit too far back from anyone else anyways. They get a lot from having Command used on them, specifically the In the Zone and Double Tap crit builds.&lt;br /&gt;
* [[Engineer (Long War)|Engineer]]: Engineers make awful Officers if for no other reason than capture attempts being your #1 use for spare Command charges for large portions of the game.&lt;br /&gt;
* [[Medic (Long War)|Medic]]: Most medic builds tend to have actions that aren&#039;t quite valuable enough that you&#039;d have to reason to pass it on to someone else via command (with one exception), but not so useless that you need to give them a whole new action set with Psionics. But medics are generally the weakest Long War class unless and until you start actively tanking damage and need a dedicated healer... and once again Suppression is that big, glaring exception to the rule of medic actions being kinda bad that you often don&#039;t want being mutually-exclusive with Command.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
&lt;br /&gt;
{{Stay Frosty (Long War)|align=left}}is generally the better overall pick on most officers, getting your entire squad back in the fight quicker and mitigating Fatigue spirals. Base fatigue is 3-5 days, plus a couple extra days for psionics and officers; knocking 24 hours off that timer is about a 15% to 33% reduction in fatigue time, which is important when you&#039;re fielding a mission every couple of days.&lt;br /&gt;
&lt;br /&gt;
{{Legio Patria Nostra (Long War)|align=left}}is an interesting idea on your highest-ranked officer, giving your entire team up to +12 will on the toughest missions like Alien Base Assaults, EXALT HQ Assaults, and the Temple Ship. Since panic is generally not a significant issue for high level soldiers, the main value is to help you utilize (and defend against) offensive psionic abilities like Mindfray, Psi Panic, Mind Control, and Rift.&lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
{{Semper Vigilans (Long War)|align=left}}increases defense of all friendly units by 5. If you primarily use MECs to tank, it&#039;s generally your better option, since they can&#039;t take advantage of Fortiores Una. It&#039;s also good in situations where your game plan revolves around taking no hits at all, such as where you&#039;ve skimped on good armor in favor of other research and so any hit has the potential to knock your soldier out for a month. Defense stacking gets better the more of it you stack (up to a limit): reducing a 90% hit to 85% is not too significant, but reducing a 10% to 5% means taking half as many hits as before.&lt;br /&gt;
&lt;br /&gt;
{{Fortiores Una (Long War)|align=left}}adds 0.67 DR on soldiers in low cover and 1.0 DR on soldiers in high cover, and is a solid idea if you like fielding biotanks. On bio units the effect of extra DR is generally much more significant of a survivability increase than the 5 defense from Semper Vigilans, but it has no real effect on MECs since they don&#039;t take cover. Much like Defense Stacking, note that DR gets better the more of it you stack: reducing a 7 HP hit to 6 HP probably won&#039;t make you take fewer hits before being killed, but reducing it to a 1 HP hit with DR-stacking (e.g. Cover, Fortiores Una, Will to Survive, Iron Skin, Mind Merge, Combat Stims) can allow you to shrug off dozens of shots without even taking injuries.&lt;br /&gt;
&lt;br /&gt;
===Major===&lt;br /&gt;
&lt;br /&gt;
{{Into The Breach (Long War)|align=left}}increases mission completion bonus XP by 25% for soldiers of Sergeant rank or lower. Mission completion XP is generally around 100, or more if you spot high-level aliens like Outsiders, so this adds around 25 XP to your low level troops per mission. On a standard 8 man squad, that&#039;s at least 200 total extra XP, assuming nobody is Tech Sergeant or higher, which is generally way more than you could get from So Shall You Fight. But the main issue is that it doesn&#039;t apply to any units above Sergeant rank. It&#039;s a really strong pick with your first officer to hit Tech Sergeant, but falls off after a couple of months, though it can still be valuable later in the game when taking council reward Sergeants to crashed Scouts and Fighters alongside a babysitting GSgt or MSgt.&lt;br /&gt;
&lt;br /&gt;
{{So Shall You FIght (Long War)|align=left}}increases kill XP by 25%. Generally you get around 20 XP for killing weak enemies and more from tougher foes, so adding this gives you at least 5 extra XP per kill. To match the approximately 200 XP per mission that Into The Breach gives you, you&#039;d need about 50 kills per mission spread across your squad, which is obviously unrealistic... but keep in mind Into the Breach doesn&#039;t apply to any units ranked above Sergeant. In the long run,this is probably the better choice, since the grind from Tech Sergeant to Master Sergeant requires a ton of XP and troops in that range tend to play lots of missions where they get a ton of kills.&lt;br /&gt;
&lt;br /&gt;
===Colonel===&lt;br /&gt;
&lt;br /&gt;
{{Band Of Warriors (Long War)|align=left}}gives your squad 2 Aim per continent bonus you have, up to a maximum of 10 when you have all 5 continent bonuses. 10 Aim will make your squad much more reliable, particularly against flying or in cover enemies. You can generally bank on having 2, maybe 3 continent bonuses by the time this comes out and the extra resources you get from raiding Alien Bases makes securing all 5 continent bonuses a nice idea regardless. Killing enemies with big alpha strikes remains a great idea so the offensive benefits of more Aim are usually better in general.&lt;br /&gt;
&lt;br /&gt;
{{Esprit De Corps (Long War)|align=left}}gives your entire squad an extra 5 defense and 5 will. If you&#039;ve developed builds and a playstyle around Defense stacking as your primary means of tanking and you like using offensive psionics, there&#039;s a possibility for this to be a better choice than Band of Warriors, but in general killing enemies more reliably with guns thanks to your higher Aim is the better choice.&lt;br /&gt;
&lt;br /&gt;
===Field Commander===&lt;br /&gt;
&lt;br /&gt;
{{So Others May Live (Long War)|align=left}}gives individual all soldiers in the mission +1 Aim and +1 Will every time they complete a mission with no deaths, up to a max of +8. Eventually, you might be able to get an alpha team to +8, but that could take almost two months given the ~1 week fatigue between missions that a bunch of MSgts have.&lt;br /&gt;
&lt;br /&gt;
{{Combined Arms (Long War)|align=left}}gives your entire squad 1 DR pen. Almost everything in this game has at least some DR, either from cover or innate DR, so this is at minimum a +0.67 damage increase against anything in low cover, and +1 damage against everything else.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119329</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=119329"/>
		<updated>2024-06-24T05:58:37Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
{{Toc (Long War)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
==Officer ranks==&lt;br /&gt;
* All officers are granted Lead by Example and Command for free. Each officer level grants one [[Abilities_List_(Long_War)#Command|Command]] ability charge; thus Lieutenants have one charge, Captains have two, and so on.&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
* Officers recover slower from post-battle [[Soldiers_(Long_War)#Fatigue|fatigue]]. The additional time is 12 hours per officer rank (reduced to 6 hours with &#039;&#039;Gift of Osiris&#039;&#039; - Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 12%; padding: 5px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 76%; padding: 5px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:15px;&amp;quot; | &#039;&#039;&#039;(All Officers get &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; of these abilities)&#039;&#039;&#039; ||&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Command (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
===Lead by Example===&lt;br /&gt;
&lt;br /&gt;
{{Lead By Example (Long War)|align=left}}causes the officer to increase the will of allies within 8 tiles to match the Officers will, if the Officer&#039;s will is higher. This only applies to base will, not will that has been damaged by will-reducing skills. This rewards stacking high amounts of will on your officer. While panicking from mundane sources like wounds and other soldiers panicking is not generally a big deal beyond the very early game, enemy psions remain a deadly threat; a high will officer can go a long way to get enemy Sectoid Commanders to pick less dangerous Psi skills like Mindfray or Psi Panic, rather than the extremely deadly Mind Control. Which class should generally be one that sits in the heart of your formation, since the range is only 8 tiles, your officer should generally be a class that is normally positioned in the center of your formation.  &lt;br /&gt;
&lt;br /&gt;
To maximize its benefit, [[Medic (Long War)|Medics]], [[Assault (Long War)|Assaults]], and [[Infantry (Long War)|Infantry]] have a good combination of base will gain per level plus bonus will from perks:&lt;br /&gt;
&lt;br /&gt;
* [[Assault_(Long_War)|Assaults]]: Assaults have 25 base will progression by MSgt, which is average. A [[Assault_(Long_War)#Tank_Psi_Assault|Biotank assault build]] with Steadfast (+5), Will to Survive (+3), Close Encounters (+3), and Extra Conditioning (+4) will have 15 bonus will from perks.&lt;br /&gt;
&lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Infantry have 25 base will progression by MSgt, which is average. A [[Infantry_(Long_War)#Tank_Infantry|taunt-tank suppression build]] with Steadfast (+5), Will to Survive (+3), and Extra Conditioning (+4) grants +12 total bonus will.&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Long War)|Medics]]: Medics have +28 will progression by MSgt, the only class with that much base will gain. They don&#039;t have good choices for will-boosting perks, as taking all four of Steadfast (+5), Revive (+2), Ready for Anything (+3), and Extra Conditioning (+4) doesn&#039;t really make for a coherent build, but if you do it&#039;s worth a grand total of +14 will.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
&lt;br /&gt;
{{Command (Long War)|align=left}}is probably the single most significant ability in the Officers arsenal, allowing the officer to donate their action to another soldier. The ability can only be used on a unit that has expended all its actions, and the unit cannot have utilized &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for a bonus free action (other abilities that improve action economy but still cost an action point, such as Double Tap, Light em Up, Lock n&#039;Load, and Smoke Grenade, are fine). Some potential uses:&lt;br /&gt;
&lt;br /&gt;
* Double Capture: The officer can give an Engineer who has just failed a capture attempt a second shot at capturing. This is by far one of the most common use cases for command, since Capture attempts are roughly a coin flip in the best of cases.&lt;br /&gt;
* Meld/Bomb/Relay Dash: If a Meld can, Bomb node, or EXALT hack relay is more than a blue move away and you need to hit it right this turn or else, you can dash a unit in range and an officer can use Command on that unit to allow them to interact with it.&lt;br /&gt;
* Impromptu Lock n&#039;Load: The officer can ensure that another unit who has expended all their ammo can reload it and still take an important action this round, such as Suppression on a Gunner, or Disabling Shot on a Sniper.&lt;br /&gt;
* Double Rocket: The officer can allow a Rocketeer (mostly snapshot rocketeers, due to the significant penalties otherwise) to fire a second rocket this round. Alternately, a rocketeer can fire their rocket and then be given an extra action in order to steady another rocket for next turn.&lt;br /&gt;
* Shoot and Scoot: The officer can allow units who have expended their actions but find themselves in a risky position (e.g. after an accidental pod activation) to break LoS or Hunker in order to avoid retaliatory fire.&lt;br /&gt;
* Triple Tap: The officer can allow a high damage carry who has shot twice with Double Tap or Light em Up a third potential shot in the round. Similarly, a unit with Rapid Fire can potentially use it twice in a single turn for four total shots, trading ammo economy for raw alpha strike.&lt;br /&gt;
* In the Zone: The officer can allow a unit with In the Zone to continue their kill chain if it ends early, e.g. as a result of running out of ammo or missing a kill.&lt;br /&gt;
* Turn Mulligan: The officer that can&#039;t actually make use of their action this turn for anything useful can give it to someone else. As a simple example: move-limited units like LMG Gunners, SR Snipers, and non-Snapshot Rocketeers who find themselves out of position without any good shots this turn could move with their first action and give up the rest of their turn using Command.&lt;br /&gt;
&lt;br /&gt;
Note that when using Command on a unit that has its actions restricted or enabled as a result of a perk, such as Run &amp;amp; Gun and Double Tap, those restrictions remain in effect when Command is used. A unit that has activated either Run &amp;amp; Gun or Double Tap cannot move. A unit that has activated Double Tap can fire even if its actions would otherwise be limited (such as using an LMG or Sniper Rifle without snapshot).&lt;br /&gt;
&lt;br /&gt;
===Class and Build===&lt;br /&gt;
&lt;br /&gt;
Which class to make as your officer is a difficult choice with no clear-cut answers; there are always tradeoffs depending on your priorities. Generally, an ideal Officer build will fulfill the following requirements:&lt;br /&gt;
&lt;br /&gt;
# It&#039;s a class that can stack high will for use with &#039;&#039;&#039;Lead by Example&#039;&#039;&lt;br /&gt;
# A reliable and valuable build or class that you want to take into every mission&lt;br /&gt;
# It&#039;s actions aren&#039;t too valuable, so that it can afford to donate its action to another unit when an opportunity arises, via &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
# It&#039;s not the kind of class that could get a ton of use out of having Command being used on them&lt;br /&gt;
# It&#039;s not the kind of class that really wants to invest in Psionics, either a little for a Neural Gunlink or a lot for Psionic active abilities.&lt;br /&gt;
&lt;br /&gt;
No specific class or build clearly stands out as the obvious answer that fills all criteria, and some criteria are practically contradictory (e.g. compare 2 and 3, or 1 and 5).&lt;br /&gt;
&lt;br /&gt;
* [[Assault (Long War)|Assault]]: On the one hand, there are many situations where running forward into shotgun range will activate a pod, so assaults sometimes have to sit back and do nothing; giving up your action to someone else via Command can kinda make sense. And assaults &#039;&#039;&#039;generally&#039;&#039;&#039; don&#039;t like having Command used on them due to its bad interactions with Run &amp;amp; Gun, Close Encounters and Hit and Run, plus tank assaults happen to have incredibly high will. So weirdly enough it seems like assaults might make for a good officer build. But assault action economy is actually so incredibly situational that Command really isn&#039;t enough: sometimes your best choice with an Assault is literally to sit there and do nothing for five straight turns while the rest of your squad picks off targets at range. So assaults really like to have access to offensive psionic abilities that they can be using every turn, instead of Command which has limited charges and a long cooldown. &lt;br /&gt;
* [[Infantry (Long War)|Infantry]]: Taunt-tank infantry tend to have high will, though they aren&#039;t considered a particularly valuable build. And generally a taunt-tank infantry want to be Suppressing most of the time rather than giving up their action to someone else (not to mention it just being a bad idea in general to stick Command on any other infantry build that has Suppression, given how useful it is). And Crit Infantry have an absolutely cracked quintuple shot enabled by Command (Light Em Up &amp;gt; Rapid Fire &amp;gt; Rapid Fire) which is one of the main use cases for Command outside Engineers.&lt;br /&gt;
* [[Gunner (Long War)|Gunner]]: Gunners tend to have slightly above average will given the right perks, but not so much better that they can be considered a High will class like Assault, Infantry and Medic. They also tend to really like Command being used on them, whether for Double Tap, Rapid Fire, or just ensuring you have full Suppression uptime.&lt;br /&gt;
* [[Rocketeer (Long War)|Rocketeer]]: Rocketeers generally want to either fire their rocket or keep it steady to get ready to fire in a future round in case some powerful pod strolls into the fight while you&#039;re busy with another. But if you&#039;re the kind of person who fires a rocket as a fight starter instead of keeping one in reserve and have no plans on using Snapshot double rockets, then its a respectable choice, because Rocketeers happen to fulfill the seemingly mutually-exclusive niche between &amp;quot;you want them every mission&amp;quot; but &amp;quot;they don&#039;t necessarily have anything useful to do with their action&amp;quot;. But much like Assaults, their action economy can be so open that Psionics becomes valuable enough, like it does with Assaults.&lt;br /&gt;
* [[Scout (Long War)|Scout]]: They don&#039;t have much in the way of Will, but other than that, Hit and Run scouts aren&#039;t an awful choice for officers, especially since Hit and Run and Command don&#039;t synergize. This is especially true if you prefer support perks like Battle Scanners or Holo-Targeting over more aggressive options like Aggression and Bring em On, since such a build doesn&#039;t mind giving their turn up to other classes. In the Zone Shotgun scouts are easily one of the better uses for Command however, either to let them keep a kill chain going or bail them out if their chain ends early.&lt;br /&gt;
* [[Sniper (Long War)|Sniper]]: Snipers tend to have much lower will than other options and sit too far back from anyone else anyways. They get a lot from having Command used on them, specifically the In the Zone and Double Tap crit builds.&lt;br /&gt;
* [[Engineer (Long War)|Engineer]]: Engineers make awful Officers if for no other reason than capture attempts being your #1 use for spare Command charges for large portions of the game.&lt;br /&gt;
* [[Medic (Long War)|Medic]]: Most medic builds tend to have actions that aren&#039;t quite valuable enough that you&#039;d have to reason to pass it on to someone else via command (with one exception), but not so useless that you need to give them a whole new action set with Psionics. But medics are generally the weakest Long War class unless and until you start actively tanking damage and need a dedicated healer... and once again Suppression is that big, glaring exception to the rule of medic actions being kinda bad that you often don&#039;t want being mutually-exclusive with Command.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
&lt;br /&gt;
{{Stay Frosty (Long War)|align=left}}is generally the better overall pick on most officers, getting your entire squad back in the fight quicker and mitigating Fatigue spirals. Base fatigue is 3-5 days, plus a couple extra days for psionics and officers; knocking 24 hours off that timer is about a 15% to 33% reduction in fatigue time, which is important when you&#039;re fielding a mission every couple of days.&lt;br /&gt;
&lt;br /&gt;
{{Legio Patria Nostra (Long War)|align=left}}is an interesting idea on your highest-ranked officer, giving your entire team up to +12 will on the toughest missions like Alien Base Assaults, EXALT HQ Assaults, and the Temple Ship. Since panic is generally not a significant issue for high level soldiers, the main value is to help you utilize (and defend against) offensive psionic abilities like Mindfray, Psi Panic, Mind Control, and Rift.&lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
{{Semper Vigilans (Long War)|align=left}}increases defense of all friendly units by 5. If you primarily use MECs to tank, it&#039;s generally your better option, since they can&#039;t take advantage of Fortiores Una. It&#039;s also good in situations where your game plan revolves around taking no hits at all, such as where you&#039;ve skimped on good armor in favor of other research and so any hit has the potential to knock your soldier out for a month. Defense stacking gets better the more of it you stack (up to a limit): reducing a 90% hit to 85% is not too significant, but reducing a 10% to 5% means taking half as many hits as before.&lt;br /&gt;
&lt;br /&gt;
{{Fortiores Una (Long War)|align=left}}adds 0.67 DR on soldiers in low cover and 1.0 DR on soldiers in high cover, and is a solid idea if you like fielding biotanks. On bio units the effect of extra DR is generally much more significant of a survivability increase than the 5 defense from Semper Vigilans, but it has no real effect on MECs since they don&#039;t take cover. Much like Defense Stacking, note that DR gets better the more of it you stack: reducing a 7 HP hit to 6 HP probably won&#039;t make you take fewer hits before being killed, but reducing it to a 1 HP hit with DR-stacking (e.g. Cover, Fortiores Una, Will to Survive, Iron Skin, Mind Merge, Combat Stims) can allow you to shrug off dozens of shots without even taking injuries.&lt;br /&gt;
&lt;br /&gt;
===Major===&lt;br /&gt;
&lt;br /&gt;
{{Into The Breach (Long War)|align=left}}increases mission completion bonus XP by 25% for soldiers of Sergeant rank or lower. Mission completion XP is generally around 100, or more if you spot high-level aliens like Outsiders, so this adds around 25 XP to your low level troops per mission. On a standard 8 man squad, that&#039;s at least 200 total extra XP, assuming nobody is Tech Sergeant or higher, which is generally way more than you could get from So Shall You Fight. But the main issue is that it doesn&#039;t apply to any units above Sergeant rank. It&#039;s a really strong pick with your first officer to hit Tech Sergeant, but falls off after a couple of months, though it can still be valuable later in the game when taking council reward Sergeants to crashed Scouts and Fighters alongside a babysitting GSgt or MSgt.&lt;br /&gt;
&lt;br /&gt;
{{So Shall You FIght (Long War)|align=left}}increases kill XP by 25%. Generally you get around 20 XP for killing weak enemies and more from tougher foes, so adding this gives you at least 5 extra XP per kill. To match the approximately 200 XP per mission that Into The Breach gives you, you&#039;d need about 50 kills per mission spread across your squad, which is obviously unrealistic... but keep in mind Into the Breach doesn&#039;t apply to any units ranked above Sergeant. In the long run,this is probably the better choice, since the grind from Tech Sergeant to Master Sergeant requires a ton of XP and troops in that range tend to play lots of missions where they get a ton of kills.&lt;br /&gt;
&lt;br /&gt;
===Colonel===&lt;br /&gt;
&lt;br /&gt;
{{Band Of Warriors (Long War)|align=left}}gives your squad 2 Aim per continent bonus you have, up to a maximum of 10 when you have all 5 continent bonuses. 10 Aim will make your squad much more reliable, particularly against flying or in cover enemies. You can generally bank on having 2, maybe 3 continent bonuses by the time this comes out and the extra resources you get from raiding Alien Bases makes securing all 5 continent bonuses a nice idea regardless. Killing enemies with big alpha strikes remains a great idea so the offensive benefits of more Aim are usually better in general.&lt;br /&gt;
&lt;br /&gt;
{{Esprit De Corps (Long War)|align=left}}gives your entire squad an extra 5 defense and 5 will. If you&#039;ve developed builds and a playstyle around Defense stacking as your primary means of tanking and you like using offensive psionics, there&#039;s a possibility for this to be a better choice than Band of Warriors, but in general killing enemies more reliably with guns thanks to your higher Aim is the better choice.&lt;br /&gt;
&lt;br /&gt;
===Field Commander===&lt;br /&gt;
&lt;br /&gt;
{{So Others May Live (Long War)|align=left}}gives individual all soldiers in the mission +1 Aim and +1 Will every time they complete a mission with no deaths, up to a max of +8. Eventually, you might be able to get an alpha team to +8, but that could take almost two months given the ~1 week fatigue between missions that a bunch of MSgts have.&lt;br /&gt;
&lt;br /&gt;
{{Combined Arms (Long War)|align=left}}gives your entire squad 1 DR pen. Almost everything in this game has at least some DR, either from cover or innate DR, so this is at minimum a +0.67 damage increase against anything in low cover, and +1 damage against everything else.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=119328</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=119328"/>
		<updated>2024-06-23T22:32:08Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Psionically Active */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal. Psi Inspiration itself does not make a unit psionically active, meaning you can buff a psion&#039;s will with Psi Inspiration in order to make it&#039;s other psionic powers more potent, but the reverse isn&#039;t true: once a unit becomes psionically active through the use of the other psionic powers listed below, they can no longer be buffed by Psi Inspiration.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A psionically active unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect.&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* Officers: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster, the protection of Neural Feedback applies to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline, move-limited troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Engineers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=119327</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=119327"/>
		<updated>2024-06-23T22:24:22Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Psi Panic vs Mind Merge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A psionically active unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect.&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* Officers: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster, the protection of Neural Feedback applies to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline, move-limited troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Engineers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=119326</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=119326"/>
		<updated>2024-06-23T22:23:34Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Distortion Field vs Psi Inspiration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
{{Toc (Long War)|120}}&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
		{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right:10%;&amp;quot;&lt;br /&gt;
		|-&lt;br /&gt;
		! colspan=&amp;quot;8&amp;quot; | Class icons&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| [[File: PSIONIC ASSAULT.png|64px]] &lt;br /&gt;
		| [[File: Psionic Infantry (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC HEAVY.png|64px]]&lt;br /&gt;
		| [[File: Psionic Rocketeer (Long War).png|64px]]&lt;br /&gt;
		| [[File: Psionic Scout (Long War).png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SNIPER.png|64px]]&lt;br /&gt;
		| [[File: PSIONIC SUPPORT.png|64px]]&lt;br /&gt;
		| [[File: Psionic Engineer (Long War).png|64px]]&lt;br /&gt;
&lt;br /&gt;
		|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
		| Assault&lt;br /&gt;
		| Infantry&lt;br /&gt;
		| Gunner&lt;br /&gt;
		| Rocketeer&lt;br /&gt;
		| Scout&lt;br /&gt;
		| Sniper&lt;br /&gt;
		| Medic&lt;br /&gt;
		| Engineer&lt;br /&gt;
		|}&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;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;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 5%; padding:5px;&amp;quot; | Level&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; | 1&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 2&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 3&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 4&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 5&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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; | 6&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; style=&amp;quot;vertical-align:top; padding-top: 25px;&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;
===Creating a Psionic Soldier===&lt;br /&gt;
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, &#039;&#039;Awakened&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&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;
===Gaining Psi Ranks===&lt;br /&gt;
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that &#039;extra&#039; Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four. Due to Psi XP halting at the exact amount required to increase to the next rank, there is no benefit from using the Neuroregulator more than than twice between levels.&lt;br /&gt;
&lt;br /&gt;
Every round of training takes approximately 5-10 days (this is halved with Nigeria&#039;s &#039;&#039;Old Path&#039;&#039; [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]]); the duration of the training and it&#039;s success chance is affected by the soldier&#039;s Will score compared to the &#039;target&#039; Will for each level, with higher Will scores leading to shorter training times and higher success rates.&lt;br /&gt;
&lt;br /&gt;
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level, determined randomly with each value equally likely.&lt;br /&gt;
&lt;br /&gt;
===Success rate===&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the Psi Rank. If the target will for the level is equal to the soldier&#039;s will, the chance is 45% (65% with Mexico&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Legacy of Uxmal&#039;&#039;). 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 Awakened:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
===Effects on Fatigue===&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 as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 Awakened:&#039;&#039;&#039; +24 hours&lt;br /&gt;
* &#039;&#039;&#039;Level 2 Sensitive:&#039;&#039;&#039; +6 hours (30 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 3 Talent:&#039;&#039;&#039; +6 hours (36 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 4 Adept:&#039;&#039;&#039; +12 hours (48 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 5 Psion:&#039;&#039;&#039; +12 hours (60 total)&lt;br /&gt;
* &#039;&#039;&#039;Level 6 Master:&#039;&#039;&#039; +12 hours (72 total)&lt;br /&gt;
&lt;br /&gt;
Note the Egypt&#039;s [[The_Council_(Long_War)#Country_starting_bonuses|starting bonus]] &#039;&#039;Gift of Osiris&#039;&#039; halves this additional fatigue.&lt;br /&gt;
&lt;br /&gt;
===Unlocking Additional Psi Powers===&lt;br /&gt;
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the Powers==&lt;br /&gt;
===Psionically Active===&lt;br /&gt;
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as &amp;quot;Psionically Active&amp;quot;. Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: Provides benefits based off the casters Will, including a buff to the targets Will. A psionically active unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect.&lt;br /&gt;
* &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;: A psion with an active outstanding Psi Panic effect on an enemy is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: A psion with an active outstanding Mind Control effect on an enemy is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.&lt;br /&gt;
* Officers: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk &#039;&#039;Lead By Example&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Opposed Will Check===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Psi Panic&#039;&#039;, and &#039;&#039;Mind Control&#039;&#039; require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly for &#039;&#039;Neural Feedback&#039;&#039;, if a psionic soldier passes an opposed Will check against the caster, the protection of Neural Feedback applies to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster&#039;s and target&#039;s Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: 50%&lt;br /&gt;
* &#039;&#039;Psi Panic&#039;&#039;: 40%&lt;br /&gt;
* &#039;&#039;Mind Control&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
The range of &#039;&#039;Psi Inspiration&#039;&#039;, &#039;&#039;Psychokinetic Strike&#039;&#039;, and &#039;&#039;Pyrokinesis&#039;&#039; scales with the user&#039;s Will according to the following formula:&lt;br /&gt;
&lt;br /&gt;
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))&lt;br /&gt;
&lt;br /&gt;
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Neural Feedback&#039;&#039;: all allies within 8 tiles of the caster&lt;br /&gt;
* &#039;&#039;Regen Biofield&#039;&#039;: all allies within 3 tiles of the caster&lt;br /&gt;
* &#039;&#039;Distortion Field&#039;&#039;: all allies within 4 tiles of the caster&lt;br /&gt;
* &#039;&#039;Mindfray&#039;&#039;, &#039;&#039;Mind Control&#039;&#039;, &#039;&#039;Rift&#039;&#039;: visual range&lt;br /&gt;
&lt;br /&gt;
===Detailed Information===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | Level&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;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; | {{ Mindfray (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a &#039;Hallucinations&#039; status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Neural Feedback (Long War) }} || None &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +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. The cast distance scales with the caster&#039;s Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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 (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster&#039;s Will (the formula is 25 + [casterWill / 10]). Mind Merge can&#039;t be applied by or to &amp;quot;psionically active targets&amp;quot;, which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | 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). It does not cause any damage to units, just cover. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user&#039;s Will (see above).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, 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;
! rowspan=&amp;quot;1&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 15px;&amp;quot; |  {{ Rift (Long War) }} || [[Abilities List (Long War)#Mind Control|Mind Control]] an [[Alien Life Forms (Long War)#Ethereal|Ethereal]] &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 0 25px;&amp;quot; | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). 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. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Neural Feedback vs Regen Biofield vs Mind Fray===&lt;br /&gt;
&#039;&#039;Mindfray&#039;&#039; is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neural Feedback&#039;&#039; on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it&#039;s possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regen Biofield&#039;&#039; is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won&#039;t need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field vs Psi Inspiration===&lt;br /&gt;
&#039;&#039;Distortion Field&#039;&#039; is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psi Inspiration&#039;&#039; is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic, in addition to making offensive psions more dangerous via the improved Will. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic vs Mind Merge===&lt;br /&gt;
&#039;&#039;Psi Panic&#039;&#039; is an excellent way to disable key aliens for multiple turns when (read: not &amp;quot;if&amp;quot;) you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game, and generally have low enough will that they can be disrupted by Psi Panic without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Merge&#039;&#039; can both protect the soldier from harm and improve their chances to both resist and deploy psionic powers. The crit chance buff is excellent on frontline Crit DPS like Infantry and Scouts, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage. That being said, as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline troopers like LMG Gunners or non-Snapshot Snipers who are out of position and unable to immediately contribute this turn, or consumable users such as Rocketeers and Grenadiers who want to keep their consumables in reserve.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===&lt;br /&gt;
For these three abilities, soldier class will be the primary decider, followed by playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Field&#039;&#039; lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren&#039;t too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Psychokinetic Strike&#039;&#039; can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It&#039;s range is below visual range, like grenades so it&#039;s best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pyrokinesis&#039;&#039; is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;Mind Control&#039;&#039; is the only choice, and it&#039;s as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.&lt;br /&gt;
&lt;br /&gt;
Note that 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;
===Rift===&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP to advance to the psionic rank of Master &lt;br /&gt;
* Have previously Mind Controlled an Ethereal&lt;br /&gt;
* Successfully completed the Master rank training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear [[Vortex Armor (Long War)|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;
In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using &#039;&#039;Psi Inspiration&#039;&#039; and/or &#039;&#039;Mind Merge&#039;&#039;, and focus on lowering its will using multiple stacks of &#039;&#039;Mindfray&#039;&#039; while keeping it docile with &#039;&#039;Psi Panic&#039;&#039;. Other buffs to Will, such as [[Equipment_(Long_War)#Miscellaneous_gear|Mind Shield]], [[Equipment_(Long_War)#Miscellaneous_gear|Neuroregulator]], and [[Armor_(Long_War)#Soldier_armor|Vortex Armor]] can help.&lt;br /&gt;
&lt;br /&gt;
Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will (&amp;quot;Superboss&amp;quot; Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perfect Information&amp;quot; [[Second_Wave_(Long_War)|Second Wave]] Option will allow you to check an Ethereal&#039;s Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=119325</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=119325"/>
		<updated>2024-06-23T22:18:56Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|45}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Lab&#039;&#039;&#039; houses the research team, headed by Dr. Vahlen.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Start New Research Project&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Change Research Project&#039;&#039;&#039;. If necessary, this can be done at any time. The progress achieved in the current project won&#039;t be lost.&lt;br /&gt;
*&#039;&#039;&#039;Access Research Archives&#039;&#039;&#039;. Here you can see information about projects that have already been completed.&lt;br /&gt;
*&#039;&#039;&#039;Review Research Credits&#039;&#039;&#039;. View the research credits gained from completed interrogations.&lt;br /&gt;
*&#039;&#039;&#039;Visit the Gene Lab&#039;&#039;&#039;. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can undergo genetic modification at any one time. See [[Genetics Lab (Long War)]].&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All Council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&lt;br /&gt;
==Research Speed==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* Each [[Laboratory (Long War)|Laboratory]] additively increases the effectiveness of scientists by 20%.&lt;br /&gt;
* Each adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] additively increases the effectiveness of scientists by 10%.&lt;br /&gt;
* Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
* Expertise (Brazil&#039;s starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.&lt;br /&gt;
* &amp;lt;b&amp;gt;FORMULA:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus&amp;lt;/i&amp;gt;, with creditBonus = 0.75, brazilExpertiseBonus = 0.85&lt;br /&gt;
&lt;br /&gt;
==Tech Tree==&lt;br /&gt;
:&#039;&#039;See [[Media:Tech_Tree (Long War).png|Long War Tech Tree]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a Foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only require a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related Council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;[[Foundry_(Long_War)|Foundry]]&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Sectoids]] || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || [[Gene Mods (Long War)#Gene mods|Smart Macrophages]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Thin Men]] || 6&lt;br /&gt;
| Thin Man Interrogation || [[Foundry (Long War)#General Equipment Upgrades|Improved Medikit]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Support grenades|Chem Grenade]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gene Mods (Long War)#Gene mods|Muscle Fiber Density]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Thin Man Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Floaters]] || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || [[Foundry (Long War)#General Mechanical Unit Upgrades|Shaped Armor]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Special ammunition|Flak Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Air Combat (Long War)#Modules|Uplink Targeting (Aim)]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Floater Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Mutons]] || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || [[Foundry (Long War)#General Weapon Upgrades|Ammo Conservation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Alien Grenades]] || - || [[Gene Mods (Long War)#Gene mods|Adrenal Neurosympathy]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Muton Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Berserkers]] || 10&lt;br /&gt;
| Berserker Interrogation || [[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Close Combat]] || [[Equipment (Long War)#Utility devices|Combat Stims]] || [[Gene Mods (Long War)#Gene mods|Neural Damping]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Berserker Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Sectoid Commanders]] || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Mind Merge]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Sectoid Commander Corpses]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council Requests (Long War)#Artifact Sales|Artifact Sales: Alien Stasis Tank]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council Requests (Long War)#Artifact Sales|Artifact Sales: Alien Surgery]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Heavy Floaters]] || 10&lt;br /&gt;
| Heavy Floater Interrogation || [[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Repair]] || [[Equipment (Long War)#SHIV modules|Damage Control Pod]] || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Heavy Floater Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Muton Elites]] || 10&lt;br /&gt;
| Muton Elite Interrogation || [[Foundry (Long War)#General Equipment Upgrades|Tactical Rigging]] || - || [[Gene Mods (Long War)#Gene mods|Secondary Heart]] ||  [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Muton Elite Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Ethereals]] || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || [[Psionic_(Long_War)#Psi-abilities|Telekinetic Field]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Ethereal Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Drones]] || 3&lt;br /&gt;
| - || [[Foundry (Long War)#General Mechanical Unit Upgrades|Field Repairs]] || [[Equipment (Long War)#MEC equipment|Holo-Targeter]] || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Drone Wrecks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Seekers]] || 6&lt;br /&gt;
| - || [[Foundry (Long War)#Aerospace Improvements|UFO Countermeasures]] || [[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Protective gear|Chameleon Suit]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Utility devices|Shadow Device]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gene Mods (Long War)#Gene mods|Bioelectric Skin]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Seeker Wrecks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Chryssalids]] || 9&lt;br /&gt;
| - || - || [[Equipment (Long War)#Protective gear|Chitin Plating]] || [[Gene Mods (Long War)#Gene mods|Adaptive Bone Marrow]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Chryssalid Carcasses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Cyberdiscs]] || 7&lt;br /&gt;
| - || [[Foundry (Long War)#SHIV-Specific Upgrades|Sentinel Drone]] || [[Equipment (Long War)#SHIV modules|Autosentry Turret]] || [[Gene Mods (Long War)#Gene mods|Iron Skin]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Air Combat (Long War)#Modules|Defensive Matrix (Dodge)]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Cyberdisc Wrecks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Mechtoids]] || 18&lt;br /&gt;
| - || [[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Protective gear|Psi Screen]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#MEC equipment|Tactical Sensors]]&amp;lt;/font&amp;gt; || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Mechtoid Cores]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Sectopods]] || 25&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#MEC equipment|Battle Computer]]&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#SHIV modules|Weapon Supercooler]] || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Sectopod Wrecks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type by 25%, and often also unlock related Council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;[[Foundry (Long War)|Foundry]]&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Sectoid Captive]] || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Psi Inspiration]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Sectoid Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Repair]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Base Security Upgrades|Advanced Surgery]]&amp;lt;br&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Drone Capture]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Improved Medikit]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Close Combat]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Thin Man Captive]] || 10&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Regen Biofield]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Thin Man Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Supercapacitators]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Floater Captive]] || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Floater Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Armored Fighters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Elerium Afterburners]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Improved Avionics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Super Skyranger]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Countermeasures]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Tracking]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Wingtip Sparrowhawks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Muton Captive]] || 14&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Distortion Field]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Muton Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#Pistol Upgrades|Mag Pistols]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Quenchguns]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Pistol Upgrades|Rail Pistols]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Wingtip Sparrowhawks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Berserker Captive]] || 20&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Psi Panic]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Berserker Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Armored Fighters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Shaped Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Tactical Rigging]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Sectoid Commander Captive]] || 35&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Psychokinetic Strike]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Sectoid Commander Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Heavy Floater Captive]] || 18&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Heavy Floater Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Pistol Upgrades|Reflex Pistols]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Muton Elite Captive]] || 25&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Pyrokinesis]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Muton Elite Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Ammo Conservation]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Ethereal Captive]] || 50&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Mind Control]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;[[Psionic_(Long_War)#Psi-abilities|Rift]]&#039;&#039;&amp;lt;/font&amp;gt; || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Ethereal Captive]] || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a [[UFOs (Long War)|UFO]] has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 10% damage bonus against all UFOs of the same type. Also, once &#039;&#039;[[Foundry_(Long_War)#Aerospace_Improvements|UFO Scanners]]&#039;&#039; [[Foundry (Long War)|Foundry]] project is completed, you can view the UFO&#039;s remaining health during [[Air Combat (Long War)|Air Combat]].&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Scout|Scout]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || 10% Bonus Damage to [[UFOs (Long War)#Scout|Scouts]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Scout|Scouts]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Fighter|Fighter]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt; mission completed || 3 || 10% Bonus Damage to [[UFOs (Long War)#Fighter|Fighters]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Fighter|Fighters]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Raider|Raider]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to [[UFOs (Long War)#Raider|Raiders]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Raider|Raiders]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Destroyer|Destroyer]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to [[UFOs (Long War)#Destroyer|Destroyers]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Destroyer|Destroyers]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Abductor|Abductor]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to [[UFOs (Long War)#Abductor|Abductors]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Abductor|Abductors]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Harvester|Harvester]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to [[UFOs (Long War)#Harvester|Harvesters]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Harvester|Harvesters]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Transport|Transport]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to [[UFOs (Long War)#Transport|Transports]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Transport|Transports]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Terror Ship|Terror Ship]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to [[UFOs (Long War)#Terror Ship|Terror Ships]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Terror Ship|Terror Ships]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Assault Carrier|Assault Carrier]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to [[UFOs (Long War)#Assault Carrier|Assault Carriers]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Assault Carrier|Assault Carriers]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Battleship|Battleship]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to [[UFOs (Long War)#Battleship|Battleships]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Battleship|Battleships]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Overseer|Overseer]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to [[UFOs (Long War)#Overseer|Overseers]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Overseer|Overseers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&lt;br /&gt;
&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || [[Equipment (Long War)#Weapon attachments|Targeting Module]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Sectoid Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Equipment (Long War)#Utility devices|Arc Thrower]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#Arc Rifle|Arc Rifle]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || [[Gene Mods (Long War)#Gene mods|Depth Perception]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Gene Mods (Long War)#Gene mods|Hyper-Reactive Pupils]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || [[Armor (Long War)#Soldier armor|Aurora Armor]] || [[Psionic_(Long_War)#Psi-abilities|Mindfray]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Psionic_(Long_War)#Psi-abilities|Neural Feedback]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || - || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)#Story related items|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || [[Alien Artifacts (Long War)#Story related items|Skeleton Key]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 40 || - || 25&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]&amp;lt;br&amp;gt;[[Equipment (Long War)#MEC equipment|Incinerator Module]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]] || [[Foundry (Long War)#Base Security Upgrades|Advanced Surgery]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || Psionics || Xenoneurology || [[Alien Artifacts (Long War)#Story related items|Hyperwave Beacon]]&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Support grenades|Mimic Beacon]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Alien Entertainment]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)#Story related items|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as Council requests for these materials.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| [[Foundry (Long War)#Material Recovery|Alien Metallurgy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Material Recovery|Improved Salvage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]&lt;br /&gt;
| [[Equipment (Long War)#Protective gear|Alloy Plating]]&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Special ammunition|Breaching Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Special ammunition|Shredder Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#SHIV modules|HEAT Ammo]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Air Combat (Long War)#Modules|UFO Tracking (Boost)]]&amp;lt;/i&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
| [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Alien Alloys]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Elerium]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Meld]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Pistol Upgrades|Mag Pistols]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]&lt;br /&gt;
| [[Equipment (Long War)#Weapon attachments|SCOPE]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]] || [[Council Requests (Long War)#Artifact Sales|Artifact Sales: Weapon Fragments]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
| [[Equipment (Long War)#SHIV modules|Smartshell Pod]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 [[Alien_Artifacts_(Long_War)#Alien_devices|UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers]] || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: UFO Flight Computers]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Aerospace Improvements|Super Skyranger]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Armored Fighters]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Improved Avionics]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Wingtip Sparrowhawks]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Scanners]] || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#SHIV modules|Elerium Turbos]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 [[Alien_Artifacts_(Long_War)#Alien_devices|UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources]] || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| [[Foundry (Long War)#Material Recovery|Alien Nucleonics]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Improved Arc Thrower]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Tracking]] || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: UFO Power Sources]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 [[Alien_Artifacts_(Long_War)#Alien_devices|UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources]] || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Aerospace Improvements|Elerium Afterburners]] || [[Air Combat (Long War)#Aircraft|Firestorm]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || [[Foundry (Long War)#Base Security Upgrades|Base Security: Armor]] || [[Armor (Long War)#Soldier armor|Phalanx Armor]]&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Armor (Long War)#Soldier armor|Aurora Armor]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Protective gear|Reinforced Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Armor (Long War)#SHIV units|Alloy SHIV]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]] || [[Armor (Long War)#Soldier armor|Kestrel Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Carapace Armor]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Armor (Long War)#Soldier armor|Banshee Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Aegis Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Protective gear|Impact Vest]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Armor (Long War)#Soldier armor|Corsair Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Titan Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] || [[Armor (Long War)#Soldier armor|Seraph Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Archangel Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#MEC equipment|The Thumper]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Armor (Long War)#SHIV units|Hover SHIV]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || [[Foundry (Long War)#Aerospace Improvements|Stealth Satellites]] || [[Armor (Long War)#Soldier armor|Shadow Armor]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || [[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || [[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || [[Armor (Long War)#Soldier armor|Vortex Armor]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam&amp;lt;br&amp;gt;Lasers || [[Foundry (Long War)#Base Security Upgrades|Base Security: Weapons]]&lt;br /&gt;
| [[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Pistols|Laser Pistol]]&amp;lt;br /&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Heater]]|| [[Council Requests (Long War)#Arms Sales|Arms Sales: Laser Rifles]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]&lt;br /&gt;
| [[Primary Weapons (Long War)#Battle_Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]] || [[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss&amp;lt;br&amp;gt;Weapons || [[Foundry (Long War)#Pistol Upgrades|Rail Pistols]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns]]&lt;br /&gt;
| [[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Weapon Upgrades|Quenchguns]] || [[Primary Weapons (Long War)#Battle_Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Rocket_Launchers|Recoilless Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || [[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Blaster]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Aerospace Improvements|Supercapacitors]] || [[Primary Weapons (Long War)#Battle_Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Equipment Upgrades|Drone Capture]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Utility devices|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistols]] || 50&lt;br /&gt;
| - || [[Foundry (Long War)#Pistol Upgrades|Reflex Pistols]] || [[Secondary Weapons (Long War)#Pistols|Plasma Pistol]]&amp;lt;br /&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]] || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Pistols]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbines]] || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || [[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]] || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Carbines]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifles]] || 90&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || [[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]] || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Rifle]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapons]] || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Primary Weapons (Long War)#Battle_Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Heavy Weapon]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || [[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] || [[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || [[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]] || [[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || 1 [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]&amp;lt;br&amp;gt;(not consumed) || 120&lt;br /&gt;
| - || - || [[Secondary Weapons (Long War)#Rocket_Launchers|Blaster Launcher]] || [[Air Combat (Long War)#Interceptor Weapons|Fusion Lance]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Fusion Core]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Tech_Tree_(Long_War).png&amp;diff=119324</id>
		<title>File:Tech Tree (Long War).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Tech_Tree_(Long_War).png&amp;diff=119324"/>
		<updated>2024-06-23T22:18:04Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: Reuploaded original file that File:Tech Tree (Long War).jpg was based on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Reuploaded original file that File:Tech Tree (Long War).jpg was based on.&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=119262</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=119262"/>
		<updated>2024-06-21T02:39:06Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: ShadowSpeeker.png|right|256px]]&lt;br /&gt;
{{Toc (Long War)|40}}&lt;br /&gt;
&lt;br /&gt;
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.&lt;br /&gt;
&lt;br /&gt;
==Bonuses==&lt;br /&gt;
===Continent-wide bonuses===&lt;br /&gt;
&lt;br /&gt;
To obtain a continent bonus you need to have a satellite deployed in every country within that continent. Unlike the vanilla game, you no longer acquire your starting continent&#039;s bonus from the beginning of the game; instead, you receive a &amp;quot;country starting bonus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Continent-wide bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;North America &amp;lt;/b&amp;gt; ||  Air Superiority||  Aircraft and aircraft weapons cost 25% less to purchase and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;South America &amp;lt;/b&amp;gt; || Power to the People || Power facilities cost 30% less to build and maintain. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Asia &amp;lt;/b&amp;gt; || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Africa &amp;lt;/b&amp;gt; || Architects of the Future || [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]] cost 30% less to build and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Europe &amp;lt;/b&amp;gt; || Wealth of Nations|| Monthly XCOM funding increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Country starting bonuses===&lt;br /&gt;
At the beginning of the game, the player may choose the country where the XCOM HQ will be built. This determines the geographical location from which the interceptors in your home continent will deploy, which can have some impact on how easy or difficult interceptions are. In addition, this choice provides a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country, but instead overrides it. It is also not tied to maintaining satellite coverage over the country, as it persists even if your home country satellite is downed. Currently most starting countries have 2 or more starting bonuses to choose from, providing replayability and variety for future campaigns.&lt;br /&gt;
&lt;br /&gt;
If you wish to provide yourself with a more difficult challenge, you can choose &amp;lt;i&amp;gt;On Our Own&amp;lt;/i&amp;gt;, which is available for some starting countries (the richest one on each continent) and provides no starting bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre; width:100%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Country starting bonuses &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%;&amp;quot; | Country !! style=&amp;quot;width:10%;&amp;quot; | Continent !! style=&amp;quot;width:12%;&amp;quot; | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America||  Patriae Semper Vigilis||  All soldiers receive +5 will. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || Per Ardua Ad Astra || All soldiers receive +5 ability points for stat rolls upon recruitment.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America ||  Jungle Scouts||  Early armors ([[Tac Vest (Long War)|Tac Vest]] and [[Tac Armor (Long War)|Tac]], [[Kestrel Armor (Long War)|Kestrel]], [[Phalanx Armor (Long War)|Phalanx]] and [[Aurora Armor (Long War)|Aurora]] Armors) receive an additional small item slot until [[Foundry (Long War)#General Equipment Upgrades|Tactical Rigging]] is developed.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America || Expertise || +15% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America || On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America || Advanced Preparations|| [[Facilities (Long War)|XCOM HQ]] starts with a [[Laboratory (Long War)|Laboratory]] and [[Workshop (Long War)|Workshop]] already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America|| Cadre || Start with four Corporals in the Barracks, one of each supraclass.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || Wei Renmin Fuwu || Start with a [[Workshop (Long War)|Workshop]] and [[Repair Bay (Long War)|Repair Bay]] already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || Xenological Remedies|| 100% bonus cash from alien corpse and wreck [[Gray_Market_(Long_War)|sales]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || Deus Ex || 50% reduction in [[Gene Mods (Long War)|Gene Mods&#039;]] Meld and cash cost and modification time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa || Gift of Osiris || Fatigue from [[Psionic (Long War)|Psi-powers]], [[Gene Mods (Long War)|Gene Mods]], and [[Officers (Long War)|Officer ranks]] reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa || For the Sake of Glory || Start with [[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Repair]] Foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe || Quai d&#039;Orsay || Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe || Foreign Legion || Start with 20 additional soldiers in the Barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || Skunkworks || XCOM HQ starts with the [[Foundry (Long War)|Foundry]] already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || Baumeister || Facility construction time reduced by 33%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || NeoPanzers || 50% reduction in cash, alloy and elerium required for [[MEC Trooper (Long War)|MEC]] and [[S.H.I.V. (Long War)|SHIV]] primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia || Jai Jawan || Start with 2 additional interceptors in your home base and [[Foundry (Long War)#Aerospace Improvements|Elerium Afterburners]] Foundry project, granting extended interception time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Ring of Fire || XCOM HQ has 3 additional Steam Vents.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Ghost In the Machine || [[S.H.I.V. (Long War)|SHIVs]] receive +10 aim, and you start the campaign with two SHIVs in the Barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Kiryu-Kai Commander || Start with a Master Sergeant of a random class on your roster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Robotics || +5 bonus aim for new [[S.H.I.V. (Long War)|SHIVs]] and [[MEC Trooper (Long War)|MEC Troopers]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || Wealthy Benefactor|| Start with 500 bonus cash.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || Ancient Artifact || Start the campaign with an [[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]] small item.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || Legacy of Uxmal || 20% bonus to [[Psionic (Long War)|psionic]] training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa || Pax Nigeriana || All soldiers receive +1 mobility.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa || The Old Path || 50% reduction in [[Psionic (Long War)|psi]] training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa ||  On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe || Sukhoi Company || Start with [[Foundry (Long War)#Aerospace Improvements|Improved Avionics]] Foundry project, granting +10% to hit during [[Air Combat (Long War)|air combat]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe || Roscosmos || Start with an additional [[Satellite Uplink (Long War)|Satellite Uplink]], and all Satellites cost 50% less to build.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa || Resourceful || Start with [[Foundry (Long War)#Material Recovery|Alien Metallurgy]] and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments).&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa || Survival Training || All soldiers receive +1 hit point.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || Special Air Service || All soldiers receive +3 aim.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || Their Finest Hour || Start with [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project, granting interceptor weapons increased armor piercing capabilities.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || Sandhurst || 33% reduction in ranks required to unlock [[Officer Training School (Long War)|Officer Training School]] projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || Special Warfare School || [[Officer Training School (Long War)|Officer Training School]] projects cost 90% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || Cheyenne Mountain || XCOM HQ starts with all [[Access Lift (Long War)|elevators]] already built, and excavation costs are reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || We Have Ways || 75% reduction in time to complete [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || On Our Own || No unique bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Country satellite bonuses===&lt;br /&gt;
These are secondary bonuses that you obtain for deploying a satellite to orbit a given country. Some of them have are similar in kind to one of the starting bonuses for that country, albeit with a lesser benefit. The bonus is temporarily lost if the satellite is downed by a UFO, as well as when the country leaves the XCOM project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;align:centre; width:100%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px;&amp;quot;| Country satellite bonuses &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Country !! style=&amp;quot;width:10%;&amp;quot; | Continent !! style=&amp;quot;width:12%;&amp;quot; | New staff member per month !! | Name !! | Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America || +1 Engineer || Bounties || 20% bonus cash from [[Missions_(Long_War)#Alien_Abductions|abductions]]. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || +1 Engineer || Army of the Southern Cross || +2 bonus aim for newly promoted [[Gunner (Long_War)|Gunner]] and [[Rocketeer (Long_War)|Rocketeer]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America || +1 Scientist || Expertise || +10% bonus to research credits from [[Research_(Long_War)#Alien_Interrogations|interrogations]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America || +1 Scientist || Task Force Arrowhead || +2 bonus will for new [[Engineer (Long_War)|Engineer]] and [[Medic (Long_War)|Medic]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || +1 Engineer || Xenological Remedies || 34% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa || +1 Engineer || Call to Arms || 25% reduction in [[Soldiers_(Long_War)#Fatigue|fatigue]] from [[Gene Mods (Long War)|Gene Mods]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe || +1 Scientist || Cyberware || 20% reduction in meld required for [[Primary_Weapons_(Long_War)#MEC_primary_weapons|MEC primary weapons]] and [[Equipment_(Long_War)#MEC_equipment|tactical subsystems]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || +1 Engineer || NeoPanzers || 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia || +1 Engineer || Jai Vidwan || +5% research bonus for each [[Laboratory (Long_War)|Laboratory]] adjacency.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || +1 Scientist || Robotics || +2 bonus aim for new [[S.H.I.V. (Long_War)|SHIVs]] and [[MEC Trooper (Long_War)|MEC Troopers]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || +1 Engineer || Legacy of Uxmal || 10% bonus to [[Psionic (Long_War)|psionic]] training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa || +1 Scientist || The Old Path || 20% reduction in [[Psionic (Long_War)|psi]] training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe || +1 Scientist || Spetznaz || +1 bonus HP for new [[Infantry (Long_War)|Infantry]] and [[Assault (Long_War)|Assault]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa || +1 Scientist || 1st Recce || +2 bonus defense for newly promoted [[Sniper (Long_War)|Sniper]] and [[Scout (Long_War)|Scout]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || +1 Scientist || Cadre || 15% reduction in ranks required to unlock [[Officer Training School (Long War)|Officer Training School]] projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || +1 Scientist || We Have Ways || 25% reduction in time to complete [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Council interaction with XCOM==&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and [[Missions (Long War)#Alien Base Assault|assaulting that base]] will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send an [[UFOs (Long War)#Overseer|Overseer]] into countries via an [[Alien Missions (Long War)#Infiltrate|Infiltrate mission]], taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
: &#039;&#039;Main article: [[Council Missions (Long War)]]&lt;br /&gt;
&lt;br /&gt;
Each month, typically between the 14th and 28th of a given month, the council will request that XCOM complete a (sometimes quite difficult) mission in exchange for rewards that can include credits, scientists, engineers, reward soldiers, and even the occasional bit of elerium. Missions tend to come in five types: &amp;quot;Asset Recovery&amp;quot;, which entails defeating all enemies on the map, &amp;quot;Bomb Disposal&amp;quot;, which requires XCOM to buy time until it can find and disable a bomb, &amp;quot;Target Escort&amp;quot;, which involves safely escorting a civilian target to the extraction point, &amp;quot;Target Extraction&amp;quot;, which involves locating a civilian escort on site and escorting them back to the Skyranger, and finally &amp;quot;Special&amp;quot;, which include the DLC campaigns Progeny and Slingshot. All missions include special scripted enemy drop-ins. See [[Council Missions (Long War)|the main article]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Panic===&lt;br /&gt;
: &#039;&#039;See also: [[Panic (Long War)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Panic (Long War)|Country Panic]] works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels.&lt;br /&gt;
&lt;br /&gt;
At the strategic layer, there are three main panic-generating activities that the aliens can conduct: [[Alien Missions (Long War)#Terrorize|Terror Attacks]], [[Alien Missions (Long War)#Bomb|Bombing campaigns]], and [[Alien Missions (Long War)#Abduction|Abductions]]. Furthermore, the aliens will mount [[Alien Missions (Long War)|UFO sorties]] for virtually all activities except [[Missions (Long War)#Council Missions|Council Missions]]; this allows you the opportunity to shoot their craft out of the air.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Abduction|Abductions]]&#039;&#039;&#039; are no longer the most significant source of panic generation, as they are no longer mutually-exclusive. While they spike panic significantly in a region if successful (+20 if XCOM fails the mission), it&#039;s not hard to beat the mission and avoid this.&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Terrorize|Terror Attacks]]&#039;&#039;&#039; are now the primary source of panic. Every civilian death raises panic by +3 in the target country and +1 continent-wide. Failures cause the immediate withdrawal of the country and +20 panic continent-wide.&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Bomb|Bombing campaigns]]&#039;&#039;&#039; are a new mission type that the aliens can conduct at the strategic layer. They increase panic in a target country by 10, or less if the UFO craft is damaged. Unlike Abductions and Terror missions, you are not able to deploy to a mission site without first detecting the UFO with your satellite coverage, so while it provides the smallest increase in panic of any type it can be difficult to respond to.&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Infiltrate|Infiltration]]&#039;&#039;&#039; missions do not increase panic, per se, but have the same functional effect as maxing out panic: they cause the country to immediately leave the XCOM project. One country will do so automatically at the beginning of the game, and thereafter the aliens can only do this more often when snowballing at the strategic layer.&lt;br /&gt;
&lt;br /&gt;
As with vanilla, countries will leave the XCOM project and cease all funding and support (including satellite bonuses, but not country starting bonuses) if panic levels are allowed to rise too much; countries have a chance to leave starting at 95 panic or higher (see [[Panic (Long War)|Country Panic]]).&lt;br /&gt;
&lt;br /&gt;
Fortunately, another mechanic that Long War introduces is the ability to return countries back to the project. This is accomplished by [[Missions (Long War)#Alien Base Assault|raiding]] the [[Alien Deployment (Long War)#Alien Bases|alien base]] located within the country, a mission that, while required for progression as with vanilla, is no longer a one-off event and can be completed for each country that leaves the XCOM project due to accumulated panic or other means, serving as something of a comeback mechanic if XCOM falls behind.&lt;br /&gt;
&lt;br /&gt;
===Requests===&lt;br /&gt;
:&#039;&#039;Main Article: [[Council Requests (Long War)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests for materials and resources from you, likely more than you can fulfill. By giving them these resources in exchange for rewards, you will also improve their ability to resist the aliens&#039; attempts to spread Panic in the country. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level. It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country. All countries start at 0 and each request completed adds +10.&lt;br /&gt;
&lt;br /&gt;
===Funding===&lt;br /&gt;
As with vanilla, funding from countries with deployed satellites comprises a significant portion of your monthly income. Unlike vanilla, all countries provide you with a small amount of money even without a satellite (unless they withdraw from the XCOM project). This free funding scales with difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §90&lt;br /&gt;
*Mexico: §80&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §70&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §80&lt;br /&gt;
*South Africa: §70&lt;br /&gt;
*Nigeria: §80&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §100&lt;br /&gt;
*Australia: §80&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;
!colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Gray Market (Long War)|Gray Market]]&lt;br /&gt;
* [[Panic (Long War)|Panic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Situation Room (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=119261</id>
		<title>Alien Deployment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=119261"/>
		<updated>2024-06-21T00:18:32Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Navigator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|50}}&lt;br /&gt;
&lt;br /&gt;
==Battlescape==&lt;br /&gt;
XCOM will end up conducting a variety of [[Missions_(Long_War)|ground operations]] against alien forces, sometimes for the purposes of countering active alien operations like [[Missions_(Long_War)#Terror_Site|Terror Attacks]] and [[Missions_(Long_War)#Alien_Abductions|Abductions]] but equally as often for the purposes of raiding supplies and resources from [[Missions_(Long_War)#UFO_Crash_Site|downed]] or [[Missions_(Long_War)#UFO_Landing_Site|landed]] alien UFOs. In addition, the [[The Council (Long War)|Council]] typically assigns XCOM with some [[Missions_(Long_War)#Council_Missions|critical mission]] each month from a random pool, from rescuing special VIPs to disabling bombs.&lt;br /&gt;
&lt;br /&gt;
XCOM will encounter various [[Alien_Life_Forms_(Long_War)|alien types]] in these ground operations; each alien type is typically specialized for a unique role in combat. As Aliens further their [[Alien_Research_(Long_War)|research]] into humanity, their [[Alien Life Forms (Long War)|ground forces]] will gain increased health, damage, aim, and so on, and even access to many of the same kinds of [[Abilities_List_(Long_War)|perks]] XCOM utilizes, as befitting their designated role. Furthermore, as their research progresses the aliens will begin to field [[Alien_Life_Forms_(Long_War)#Alpha_Units|advanced alien types]], and in greater frequency.&lt;br /&gt;
&lt;br /&gt;
While a particular type may not be too threatening by itself, the various alien types tend to synergize well; for instance, [[Alien Life Forms (Long War)#Thin Man|Thin Men]] are good at pinning XCOM down into a long range war of attrition using their [[Abilities_List_(Long_War)#Acid Spit|Acid Spit]], good aim, &amp;amp; [[Abilities_List_(Long_War)#Suppression|Suppression]] - this can allow the high mobility [[Alien_Life_Forms_(Long_War)#Floater|Floaters]], a flying enemy type, to close in and flank XCOM. That said, aliens coordinate poorly at the tactical level, taking actions in isolation without considering any synergy with other units and without formulating any kind of cohesive tactical plan. Each alien evaluates the current state of the battlefield as its turn comes up, chooses an action based on it&#039;s AI routine (which varies from alien to alien depending on their capabilities and tendencies), and then executes it. It does not consider what other allies could do on their turn and attempt to synergize, nor does it consider the capabilities of XCOM &amp;amp; attempt to counter them. In short, aliens have a numerical and technological advantage but they&#039;re predictable and can be beaten with superior tactics.&lt;br /&gt;
&lt;br /&gt;
Aliens typically deploy in &#039;&#039;&#039;Pods&#039;&#039;&#039;, or groups of 2-8 aliens which become activated in unison if any individual member spots an XCOM operative. Certain [[Council_Missions_(Long_War)|Council Missions]] involve &amp;quot;drop ins&amp;quot;, or enemies that spawn mid-mission. Drop ins always spawn behind cover and overwatching, and are automatically activated. Drop ins are always [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] in the early months, though other alien types are possible [[Council_Missions_(Long_War)#Enemy_Forces|as the campaign progresses]].&lt;br /&gt;
&lt;br /&gt;
===Pods===&lt;br /&gt;
Pods are a mechanic inherited from the vanilla game: they are groups of aliens which move together and activate together in the fog of war. Before a pod is spotted, it may stay still or patrol as a group, producing an audio cue which XCOM soldiers will hear between turns. Once an alien spots an XCOM operative on either XCOM or the aliens turn, the pod activates and the aliens take a &amp;quot;scramble&amp;quot; action, which is a single AP action that typically involves moving to the nearest bit of cover, but may also involve overwatching if the unit is of a type that does not need cover (or taking a single shot if the [[Second Wave (Long War)|Itchy Trigger Tentacle Second Wave option]] is enabled). Thereafter, members of the pod act as individual aliens, taking individual turns according to their AI script.&lt;br /&gt;
&lt;br /&gt;
Pods are comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose [[Alien_Life_Forms_(Long_War)|type]] is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Research_(Long_War)|Alien Research]]. Later in the game, [[Alien_Life_Forms_(Long_War)#Bosses|bosses]] with noticeably larger models and massive HP pools make an appearance in certain missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoids]], whose [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful [[Abilities_List_(Long_War)#Psi Shield|Psi Shield]], while [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(Long_War)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(Long_War)#Floater|Floaters]] only contain units of the same type as the leader.&lt;br /&gt;
&lt;br /&gt;
The quantity of aliens in a pod is dependent upon overall [[Alien_Research_(Long_War)|Alien Research]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. Quantity and quality of aliens in individual pods are not dependent at all on [[Alien_Resources_(Long_War)|Alien Resources]], despite rumors to the contrary; the sole exception is that high resources can add [[Alien_Resources_(Long_War)#Extra_Aliens|0-3 extra total aliens to abduction missions]].&lt;br /&gt;
&lt;br /&gt;
While members of a given pod do not coordinate amongst themselves any better than disparate aliens from different pods will, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3 depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode until they enter back into vision of XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back by the aliens, they&#039;ll call for reinforcements to hunt them down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, and short of retreating or being wiped out the only escape is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
====Pod Size====&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Research_(Long_War)|Alien Research]]:&lt;br /&gt;
&lt;br /&gt;
* Small (AR &amp;gt; 0): 2-4 aliens per pod&lt;br /&gt;
* Medium (AR &amp;gt; 120): 3-6 aliens per pod&lt;br /&gt;
* Large (AR &amp;gt; 240): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
Precisely how many aliens appear in each pod is a function of the overall number of aliens the mission calls for vs the number of pods available for that mission, with the game balancing aliens roughly evenly between all pods to the best it can.&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded (see [[Alien Deployment (Long War)#Overflow and Pruning|Overflow and Pruning]], below). This has the largest effect during early Trap UFOs or Landed Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, such missions typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods - though later Trap UFOs and Landed Larges do have more aliens, as they stop discarding them due to having larger pods to work with.&lt;br /&gt;
&lt;br /&gt;
====Pod Types====&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods &amp;amp; Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool and show up on Terror missions and some large UFOs or landed UFOs. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(Long_War)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(Long_War)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(Long_War)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(Long_War)#Terror_Site|Terror Sites]], [[UFOs_(Long_War)#Large_UFOs|Large UFOs]], [[Threat (Long War)#Trap UFOs|Trap UFOs]], [[Missions_(Long_War)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(Long_War)#Retaliation|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens, and are the only pod which can contain [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]. EXALT also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. [[Alien Life Forms (Long War)#Outsider|Outsiders]] are the most common type, though [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commanders]] replace them on larger UFOs after XCOM [[Missions_(Long_War)#Alien_Base_Assault|assaults]] its first [[Alien_Deployment_(Long_War)#Alien_Bases|alien base]], and Ethereals start appearing after the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] is recovered. [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] may also appear in very early months in place of Outsiders on [[UFOs_(Long_War)#Large_UFOs|Large UFOs]]. Be warned: if a Command Pod spots XCOM and activates, it will immediately call for reinforcements, causing all remaining alien forces on the map to start moving towards its current location; this makes an early engagement against the Command Pod an incredibly risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(Long_War)|Covert Operations]]. A typical [[Missions_(Long_War)#Covert_Extraction|Covert Extraction]] contains one jumbo pod of 3-15 EXALT (with pod sizes growing as the campaign progresses), as well as several smaller pods of 1-3 EXALT. If XCOM activates any pod and fails to kill them immediately, the remaining pods will begin slowly converging on XCOMs location. In contrast, [[Missions_(Long_War)#Covert_Data_Recovery|Data Recovery]] contains several pods of 4-6 EXALT who behave as most pods do. All Covert Operations include drop ins or spawns of lone EXALT operatives who may or may not appear in cover and may or may not overwatch.&lt;br /&gt;
&lt;br /&gt;
====Overflow and Pruning====&lt;br /&gt;
&lt;br /&gt;
The exact amount of aliens or pods used for some mission types that have randomized pods can differ from what is listed, if there is an excess of either pods or aliens.&lt;br /&gt;
&lt;br /&gt;
This can occur for:&lt;br /&gt;
* Alien Base Assaults&lt;br /&gt;
* All UFO missions (crashed, landed, trap) of all UFO types&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Overflow&#039;&#039;&#039;: If there are more aliens that can fit in pods, based on the current pod sizes, additional aliens are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, if the current pod size is Small, allowing for a maximum of 4 aliens per pod, and the mission calls for up to 30 aliens in up to 6 pods, then the mission will have 4 aliens per pod x 6 pods = 24 aliens, with the remaining 6 aliens discarded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pod Pruning&#039;&#039;&#039;: If there is no alien overflow issue, Long War will pick the number of pods to use randomly based on the number of pods, current pod sizes, and number of aliens. In the process, it may remove excess pods. Specifically:&lt;br /&gt;
&lt;br /&gt;
# Calculate the number of pods necessary to fit both the fewest and largest number of aliens per pod.&lt;br /&gt;
# Pick a random number of pods to use between those two values, with equal chance of each result.&lt;br /&gt;
# Compare this chosen value with the number of pods called for by the mission type, and reduce the chosen value to that maximum if it exceeds it. &lt;br /&gt;
# Conversely, if the amount lies below the mission&#039;s ordinary maximum, pods are discarded randomly until the number of pods remaining equals the chosen value.&lt;br /&gt;
# Finally, each pod gets a balanced share of the total alien pool, so that all pods have a difference of at most 1 alien between them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say 16 aliens are present in 1 terror and 4 soldier pods (5 total) for a given mission, and pod sizes are currently Small (i.e. 2-4 aliens). As a result, there there could be as few as 2 aliens per pod (requiring 8 pods to fit all 16 aliens) or as much as 4 aliens per pod (requiring 4 pods to fit all 16 aliens). The game picks a random number of pods to use between 4 and 8 (i.e. 4, 5, 6, 7, or 8), with equal chance of each result (in this example, 1 in 5 chance of each outcome). Because the original mission allows for a maximum of 5 pods, this means a roll of 5, 6, 7 or 8 would cause 5 pods to be used (this would occur 4/5ths of the time). Conversely, a roll of 4 (which would only occur 1/5th of the time) would cause 4 pods to be used, with a random pod (one of the 4 soldier pods or the terror pod) discarded. With 4 pods used, each would have 4 aliens; with 5 pods used, 1 would have 4 aliens and the remainder would have 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
&lt;br /&gt;
Pods are comprised of a &amp;quot;Pod Leader&amp;quot; and a number of &amp;quot;Supporting Aliens&amp;quot;. The leader determines the potential composition of the pod; the supporting aliens are usually either weaker variations of the same type of alien as the pod leader, or actual support units whose functions and capacities are designed to synergize with and improve the pod leader.&lt;br /&gt;
&lt;br /&gt;
The quantity and type of aliens is determined when the [[Missions (Long War)|ground mission]] is generated (i.e. when the crash site, landing, terror mission, abduction, etc. spawns on the geoscape). The levels of the [[pod leaders]], and thus their associated upgrades, are also determined at this time. The chance for variant upgrades (see the [[Alien Life Forms (Long War)|Alien Life Forms]] page for details) is determined the moment the mission is loaded.&lt;br /&gt;
&lt;br /&gt;
====Pod Leaders====&lt;br /&gt;
&lt;br /&gt;
The first alien in a pod is always the [[Alien Life Forms (Long War)#Pod Leader|pod leader]]. It is the pod leader alien type defines the alien type of the &#039;&#039;Adjutant&#039;&#039;, &#039;&#039;Navigator&#039;&#039;, and &#039;&#039;Generic&#039;&#039; support aliens that can appear alongside it. While some Pod Leaders are predetermined based on the type of mission being conducted (particularly for rare or notable mission types as well as DLC campaigns), the vast majority are rolled randomly according to a table of possible outcomes that change roughly based off of the number of days that have elapsed and other factors.&lt;br /&gt;
&lt;br /&gt;
Pod Leaders receive various stat boosts and bonus perks, over and above regular aliens, based on their level (see the [[Alien Life Forms (Long War)|Alien Life Forms]] article for more details). A pod leaders level can be random, fixed, or &amp;quot;tough&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Fixed: Uses a specific, predetermined leader level.&lt;br /&gt;
* Random: Uses [[Alien Life Forms (Long War)#Pod Leader|standard Leader Level randomization rules]]; every 40 [[Alien Research (Long War)|Alien Research]] increases the maximum level by 1, up to a maximum of 7 at 280 AR. At 360 AR and beyond, the chance for higher level leaders is higher, but before that, each is equally likely.&lt;br /&gt;
* Tough: Uses the same calculation as per &amp;quot;Random&amp;quot; from above, then adds +3 to the result. The maximum is still 7. See [[Alien Life Forms (Long War)#Tough Leaders|tough leaders]] for more info.&lt;br /&gt;
&lt;br /&gt;
====Support Aliens====&lt;br /&gt;
&lt;br /&gt;
The 2nd through 8th aliens in a pod are the supporting aliens. They can roll randomly to be &#039;&#039;Adjutants&#039;&#039; or &#039;&#039;Navigators&#039;&#039;, but if not they default to being a &#039;&#039;Generic&#039;&#039; support (though note that the 2nd alien in a pod is always guaranteed to be a generic support). The only thing these rolls affect is the &#039;&#039;type&#039;&#039; of alien (i.e. Sectoid vs. Thin Man), and have no effect on the aliens level or research upgrades; see [[Alien Life Forms (Long War)|Alien Life Forms]] for more information on how [[Alien Research (Long War)|Alien Research]] upgrades their ground forces.&lt;br /&gt;
&lt;br /&gt;
The pod leader defines the kinds of support aliens can appear. Weaker alien types tend to be surrounded by aliens of the same type, while strong alien types tend to be surrounded by weaker alien types. Some alien leader types have more than one Generic support alien type; in those cases, the support alien type is rolled randomly per pod, and all Generic support aliens generated within that pod will be of that type. For example, Thin Men leaders may have either Seekers or fellow Thin Men as generic supports, but not both. Furthermore, at high enough alien research, the support alien types for certain alien leader types change. This includes Sectoids, Floaters, Mutons, Heavy Floaters, Muton Elites, and EXALT Elite Operatives. In the latter case, for EXALT Elite Operatives, this only has a meaningful effect on their appearance in EXALT pods.&lt;br /&gt;
&lt;br /&gt;
====Navigator====&lt;br /&gt;
&lt;br /&gt;
Each supporting alien appearing in spots 3 through 8 has a 30% chance to be a &#039;&#039;Navigator&#039;&#039;. Up to 2 Navigators can appear in a pod, so once two are rolled, no more attempts are made. Navigators are not any more likely to have bonuses or upgrades than &#039;&#039;Generic&#039;&#039; supports, but they are sometimes of a different type than the generic support aliens. For example, a Sectoid leader is usually supported by Sectoids, but may also be accompanied by Drones, which are the Navigator. Some alien leader types have more than one Navigator alien type; in those cases, the Navigator alien type is rolled randomly per pod, and both Navigator aliens generated within that pod will be of that type. For instance, in the Sectoid example above, the Navigator alien type for a Sectoid leader pod is either Sectoids or Drones; thus, if one or two Navigators are rolled, they are either Sectoids (which is functionally identical to not having any Navigators at all, due to Sectoid being the normal support alien type in Sectoid pods) or Drones. Furthermore, at high Alien Research, the available Navigators for certain alien leaders change. This includes Sectoids, Floaters, Mutons, and Heavy Floaters.&lt;br /&gt;
&lt;br /&gt;
====Adjutant====&lt;br /&gt;
&lt;br /&gt;
Each supporting alien appearing in spots 4 through 8 has a 10% chance to be an &#039;&#039;Adjutant&#039;&#039;. This check takes priority over the Navigator check; only if a given alien fails to be an Adjutant does the game check to see if they are instead a Navigator. Only one Adjutant can appear in a pod, so once one is rolled, no more attempts are made. Adjutants are a non-leader alien of the &#039;&#039;same type&#039;&#039; as the leader alien. They are not any more likely to have bonuses or upgrades than generic supports, but certain pods that have a strong leader alien and weak support aliens can be buttressed by a second alien of the leaders type. For example, most Mechtoids are accompanied by Sectoids and Drones, but sometimes Mechtoids come in pairs; the stronger one is the Pod Leader, while the weaker one is the Adjutant.&lt;br /&gt;
&lt;br /&gt;
===Pod Composition Tables===&lt;br /&gt;
&lt;br /&gt;
====Soldier and Terror Pods====&lt;br /&gt;
&lt;br /&gt;
The following tables display the pod leader chances to appear in Soldier Pods and Terror Pods, as well as their associated &#039;&#039;&#039;Support&#039;&#039;&#039; alien type and &#039;&#039;&#039;Navigator&#039;&#039;&#039;. Reminder that the &#039;&#039;&#039;Adjutant&#039;&#039;&#039; is always the same as the leader alien type. If multiple Navigator and Support Alien types are available for a given leader, one is picked at random and applied to all Support or Navigator aliens in a pod. The dates listed are the latest possible date to apply the table. The true determination is based on the amount of [[Alien_Research_(Long_War)|Alien Research]]. Namely, for every 28 points of &#039;&#039;&#039;Alien Research&#039;&#039;&#039; (which, at minimum, is guaranteed to increase by 1 every day), a counter called [[Alien Research (Long War)#iMonth|iMonth]] increases by 1.&lt;br /&gt;
&lt;br /&gt;
:iMonth = [[Alien Research (Long War)|Alien Research]] / 28&lt;br /&gt;
&lt;br /&gt;
Changes in Generic or Navigator supports due to alien research is indicated in Bold. This includes Mutons (iMonth = 8), Sectoids (11), Floaters (12), Heavy Floaters (13), and Muton Elites (14). Furthermore, keep in mind that for the purposes of [[Missions (Long War)#UFO Landing Site|Landed UFOs]], &#039;&#039;iMonth&#039;&#039; is increased by +1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 0 (March 1)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 76%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 24%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 1 (~March 29)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 29%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 9%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 62%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 37%&lt;br /&gt;
| 25%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 35%&lt;br /&gt;
| 13%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 2 (~April 26)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 21%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 47%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 26%&lt;br /&gt;
| 19%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 20%&lt;br /&gt;
| 9%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 17%&lt;br /&gt;
| 25%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 3 (~May 24)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 12%	&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 40%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 26%&lt;br /&gt;
| 17%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 19%&lt;br /&gt;
| 8%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 16%&lt;br /&gt;
| 21%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 21%&lt;br /&gt;
| 9%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 4 (~June 21)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 32%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 22%&lt;br /&gt;
| 14%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 16%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 15%&lt;br /&gt;
| 17%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 22%&lt;br /&gt;
| 7%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 24%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 5 (~July 19)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 5%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 29%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 20%&lt;br /&gt;
| 11%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 16%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 13%&lt;br /&gt;
| 15%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 20%&lt;br /&gt;
| 6%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Muton 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 21%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33% &lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 8%&lt;br /&gt;
| 9%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 6 (~August 16)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 9%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 5%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 26%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 6%&lt;br /&gt;
| 11%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 15%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 12%&lt;br /&gt;
| 13%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 19%&lt;br /&gt;
| 6%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Muton 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 19%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 20%&lt;br /&gt;
| 11%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|- &lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 6%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 7 (~September 13)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 8%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 26%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 13%&lt;br /&gt;
| 5%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 11%&lt;br /&gt;
| 14%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 17%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 7%&lt;br /&gt;
| 18%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 17%&lt;br /&gt;
| 10%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 6%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 8 (~October 11)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 20%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 9%&lt;br /&gt;
| 11%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 13%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Muton 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Floater 33%&#039;&#039;&#039;&lt;br /&gt;
| Muton&lt;br /&gt;
| &#039;&#039;&#039;Muton 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Seeker 33%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 15%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 14%&lt;br /&gt;
| 9%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 4%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 14%&lt;br /&gt;
| 9%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 7%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 9 (~November 8)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 7%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 20%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 6%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 12%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 15%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 8%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 4%&lt;br /&gt;
| 2%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 14%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 10 (~December 6)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 19%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 6%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 14%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|- &lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 7%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 11 (~January 3)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;&#039;Sectoid 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Elite Operative 50%&#039;&#039;&#039;&lt;br /&gt;
| Sectoid&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Elite Operative 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 18%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 14%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 8%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 12 (~January 31)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 18%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Floater 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Floater 33% &#039;&#039;&#039;&lt;br /&gt;
| Floater&lt;br /&gt;
| &#039;&#039;&#039;Floater 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Floater 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 3%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 4%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 13 (~February 28)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 17%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Heavy Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Floater 33%&#039;&#039;&#039;&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Chryssalid 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| 3%&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 3%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 14+ (~March 28)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 17%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33% &lt;br /&gt;
| Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Heavy Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33% &lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| Heavy Floater 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Heavy Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Muton 25%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Berserker 25%&#039;&#039;&#039;&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| 3%&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 3%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Command Pods====&lt;br /&gt;
&lt;br /&gt;
One command pod appears in every crashed UFO mission. They do not move or patrol.&lt;br /&gt;
&lt;br /&gt;
Before the first [[Missions (Long War)#Alien Base Assault|Alien Base Assault]], all Command pods are led by [[Alien Life Forms (Long War)#Outsider|Outsiders]], and most Command pods except for large UFOs are staffed exclusively by Outsiders (Thin Men can appear in some cases if the Command pod for a UFO has 3 or more aliens). Afterwards, Command pods for all UFOs except Scouts and Fighters are led either by [[Alien Life Forms (Long War)#Sectoid Commander|Sectoid Commanders]] or, following the collection of the [[Alien Artifacts (Long War)#Story_related_items|Ethereal Device]], [[Alien Life Forms (Long War)#Ethereal|Ethereals]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=4 | Command Pods&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Command Pod&amp;lt;br&amp;gt;Leaders (#1)&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #6)&lt;br /&gt;
|-&lt;br /&gt;
! Generic (#2 to #6)&lt;br /&gt;
! Adjutant (#4 to #6)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #6)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider 67%&amp;lt;br&amp;gt;Thin Men 33%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXALT Pods====&lt;br /&gt;
&lt;br /&gt;
All pods led by an EXALT leader, whether they are in EXALT missions or mid-to-lategame Terror pods, follow this structure. A given EXALT pod leader usually has a 25% chance to be an Operator, Heavy, Sniper, or Medic, though some leaders are fixed as Operators in certain early game EXALT missions. Note that the generic support type for EXALT Elite Operatives changes when iMonth &amp;gt;= 6 (i.e. [[Alien Research (Long War)|Alien Research]] &amp;gt;= 168).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | EXALT Pods&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting EXALT&lt;br /&gt;
|-&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant&amp;lt;br&amp;gt;10% per support, Max 1&lt;br /&gt;
! Navigators&amp;lt;br&amp;gt;30% per support, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| 50%: EXALT Heavy &amp;lt;br&amp;gt;50%: EXALT Sniper &lt;br /&gt;
|-&lt;br /&gt;
| EXALT Heavy&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Heavy&lt;br /&gt;
| 50%: EXALT Sniper&amp;lt;br&amp;gt;50%: EXALT Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Sniper&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Sniper&lt;br /&gt;
| 50%: EXALT Heavy&amp;lt;br&amp;gt;50%: EXALT Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Medic&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Medic&lt;br /&gt;
| 50%: EXALT Heavy&amp;lt;br&amp;gt;50%: EXALT Sniper&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Operator&amp;lt;br&amp;gt;([[Alien Research (Long War)|AR]] &amp;gt;= 168: Elite Operator)&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Sniper&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Heavy&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Heavy&lt;br /&gt;
| 50%: EXALT Elite Sniper&amp;lt;br&amp;gt;50%: EXALT Elite Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Sniper&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Sniper&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Medic&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Medic&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Sniper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Geoscape==&lt;br /&gt;
&lt;br /&gt;
Aliens begin the invasion by taking over a target country to establish a base of operations, choosing a random continent that is not the same as the players starting continent and then choosing a random country in said continent. At some point in March of the first year, the chosen country will inexplicably leave XCOM, seemingly without warning; in reality, the aliens launched a large-scale operation called an [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] mission in which they capture and control the local leadership, setting up a [[Alien_Deployment_(Long_War)#Alien_Bases|Base]] to project their influence and coordinate operations. To prevent further Infiltration missions, XCOM will have to maintain a constant pressure over the aliens in the coming months, denying the aliens success in their ground and air operations so that they view XCOM as a more important [[Threat_(Long_War)|Threat]], or denying and starving the aliens of [[Alien_Resources_(Long_War)|Resources]]; either is sufficient to prevent aliens from capturing countries instantly, though XCOM will still have to deal with the spread of [[Panic_(Long_War)|panic]] which, if allowed to reach critical levels, provides aliens with a window to capture countries smoothly and easily without the use of the relatively expensive Infiltration mission.&lt;br /&gt;
&lt;br /&gt;
===Air Operations===&lt;br /&gt;
:&#039;&#039;Main article: [[Alien Missions (Long War)]]&lt;br /&gt;
&lt;br /&gt;
The Aliens conduct various [[Alien_Missions_(Long_War)|UFO missions]] in the air to achieve their nefarious ends and support their invasion effort. Missions are planned monthly, at the start of the month, and take into consideration [[Alien_Resources_(Long_War)|Alien Resources]] and the [[Threat_(Long_War)|Threat Level]] the aliens perceive XCOM to represent. Damaging, shooting down, destroying and/or raiding UFOs is one of few means of denying &amp;amp; depriving the aliens of resources; ironically, doing so also increases threat, so XCOM always finds itself caught between protecting countries from a surge in alien resources and protecting itself from a surge in perceived threat.&lt;br /&gt;
&lt;br /&gt;
The Aliens primary strategy is to invade and take over the globe; they perform this by capturing countries, tending to focus on those adjacent to their existing holdings first before expanding outward to other continents. This tendency is governed primarily by an RNG that is biased towards focusing efforts on the highest [[Panic_(Long_War)|Panic]] countries (see [[Alien Deployment (Long War)#Strategic Target|Strategic Target]], below), though there is always a possibility of another target being chosen. [[Alien_Missions_(Long_War)#Bomb|Bombing runs]] and [[Alien_Missions_(Long_War)#Terrorize_Populace|Terror missions]] are used to spread [[Panic_(Long_War)|Panic]] to targeted countries to allow the aliens a window to infiltrate and control the local leadership and then install a [[Alien_Deployment_(Long_War)#Alien_Bases|base]]; with enough [[Alien_Resources_(Long_War)|resources]], however, the aliens will attempt [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] missions to capture countries directly regardless of panic levels.&lt;br /&gt;
&lt;br /&gt;
The Aliens will attempt to [[Alien_Missions_(Long_War)#Scout|Scout]] out and then [[Alien_Missions_(Long_War)#Hunt|Hunt]] down satellites to deny XCOM their primary means of engaging UFOs, with the RNG biased towards protecting their own bases from being raided before striking at XCOM-controlled airspace to deny XCOM air superiority. The Aliens&#039; available intelligence on XCOM satellites is abstracted somewhat: they will spend their monthly [[Alien_Missions_(Long_War)#Hunt|Hunt]] missions - representing satellites they&#039;ve located through other means - to strike at XCOM satellites directly; conversely, they&#039;ll spend their monthly [[Alien_Missions_(Long_War)#Scout|Scout]] missions to try and locate satellites, spawning an additional [[Alien_Missions_(Long_War)#Hunt|Hunt]] mission over and above their monthly supply if the mission is successful. Where they are Scouting or Hunting is completely random, though they will always run the designated missions in countries with a Satellite over them.&lt;br /&gt;
&lt;br /&gt;
If the Aliens consider XCOM a large enough threat, they will begin to focus their efforts on [[Alien_Missions_(Long_War)#Retaliation|sabotaging XCOM operations directly]]. Above-average resources and threat is sufficient grounds to get them to send a ground team after your [[Missions_(Long_War)#XCOM_Air_Base_Defense|Interceptor Bases]], though they&#039;ll only start doing so once XCOM has built it&#039;s first [[Air_Combat_(Long_War)#Aircraft|Firestorm]]. They&#039;ll even initiate an [[Missions_(Long_War)#XCOM_Base_Defense|assault on XCOM Headquarters]] directly, though this requires a few months of maximum threat and resources to get the aliens to take such drastic &amp;amp; costly measures. High threat will also increase the likelihood that the Aliens will attempt to [[Threat (Long War)#Trap UFOs|ambush]] XCOM ground forces by sending a larger contingent of aliens to a given landed UFO than normal, though keep in mind that only UFOs that have &#039;&#039;successfully&#039;&#039; landed can be traps.&lt;br /&gt;
&lt;br /&gt;
The Aliens also run various missions across the globe to support their invasion efforts: [[Alien_Missions_(Long_War)#Research|Research]] missions to give their [[UFOs_(Long_War)|air]] and [[Alien_Life_Forms_(Long_War)|ground]] forces a statistical edge in combat and [[Alien_Missions_(Long_War)#Harvest|Harvest]] missions to increase their supply of [[Alien_Resources_(Long_War)|Resources]] so that they can field more missions and more powerful UFOs. Denying the Aliens the ability to do either helps in the long term, though the need to respond is not as dire as it is for other missions. On top of that, at high enough threat, the Aliens will often try to avoid XCOM-controlled countries when harvesting resources, though being forced to choose less optimal sites reduces the return. Lastly, Aliens will also conduct [[Alien_Missions_(Long_War)#Abduction|Abduction]] missions - for nebulous and mysterious reasons that may tie in with their overall purpose for invasions. Abduction missions don&#039;t particularly help the aliens or hurt XCOM, though failing to respond to them will still spread panic.&lt;br /&gt;
&lt;br /&gt;
===Abduction Difficulty===&lt;br /&gt;
&lt;br /&gt;
[[Missions (Long War)#Abduction|Abduction]] difficulty can be 0 (light), 1 (medium), 2 (heavy), or 3 (swarming).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;base difficulty rating&#039;&#039; is 0 or 1 (randomly determined, with a 50% possibility for each). If [[Alien Research (Long War)|Alien Research]] &amp;gt; 210, add an additional random 0 or 1 (again, 50% for each). In total, that&#039;s 25% for 0, 50% for 1, and 25% for 2.&lt;br /&gt;
&lt;br /&gt;
This base value is modified by the Act the game is currently in. You can easily tell what act the game is in by noting the background music change in the HQ.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Act&lt;br /&gt;
! Trigger&lt;br /&gt;
! Mod&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=SvMN89NSFb0 Act 1]&lt;br /&gt;
| Start of the game&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=T6bXcD0VBzI Act 2]&lt;br /&gt;
| Interrogate first Alien&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=klE6VqLGNP0 Act 3]&lt;br /&gt;
| After [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base value is also modified by the [[Panic (Long War)|panic]] level of the target country:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Panic&lt;br /&gt;
! Mod&lt;br /&gt;
|-&lt;br /&gt;
| 0-19&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 20-39&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 40-59&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 60-79&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 80-99&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Finally, the difficulty rating is clamped to between 0 (light) and 3 (swarming).&lt;br /&gt;
&lt;br /&gt;
===Alien Bases===&lt;br /&gt;
As the Aliens expand their coverage over the globe, they install &#039;&#039;&#039;Bases&#039;&#039;&#039; to exert pressure and psionic control over the local governments. Where XCOM fails to present itself as an adequate [[Threat_(Long_War)|threat]] and given a surge in [[Alien_Resources_(Long_War)|resources]], the Aliens will [[Alien_Missions_(Long_War)#Infiltrate|capture]] target countries directly with a large scale military operation; that said, a country too busy managing it&#039;s own [[Panic_(Long_War)#Country_Defection|panicking]] citizens due to unchecked alien activity will effectively hand itself over on a silver platter. Regardless of the method, the country will withdraw from the Council, and soon an &#039;&#039;&#039;Alien Base&#039;&#039;&#039; will be constructed on the target country to cement their foothold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Bases&#039;&#039;&#039; provide aliens with a selection of benefits:&lt;br /&gt;
&lt;br /&gt;
#They exert control over a target country, preventing it from returning to the XCOM project while the base is intact. Captured countries will no longer provide XCOM [[The_Council_(Long_War)#Funding|funding]] &amp;amp; will not make requests to the Council; as a consequence, XCOMs means of acquiring additional income &amp;amp; personnel is disrupted. Finally, XCOM will be deprived of any country &amp;amp; continent bonuses associated with the given country, though XCOMs starting country bonus (if the aliens manage to capture XCOMs starting country) will not be removed.&lt;br /&gt;
#They provide the Aliens a monthly supply of [[Alien_Research_(Long_War)#Bonus Research|Bonus Research]], which steadily increases the capabilities of their air and ground forces. More research means more [[Alien_Life_Forms_(Long_War)|alien types]] and higher-leveled aliens, as well as more powerful [[UFOs_(Long_War)|UFOs]].&lt;br /&gt;
#They provide the Aliens with a steady supply of [[Alien_Resources_(Long_War)|Resources]], which allows them to run more dangerous [[Alien_Missions_(Long_War)|air operations]] more frequently &amp;amp; using more powerful [[UFOs_(Long_War)|UFOs]].&lt;br /&gt;
&lt;br /&gt;
To rob the aliens of these benefits, these bases [[Missions_(Long_War)#Alien_Base_Assault|can be assaulted]], though locating them requires progressing far enough through the main research path to research [[Research_(Long_War)#Xenology|Alien Operations]] and unlock production of the [[Alien Artifacts (Long War)#Story related items|Skeleton Key]] (as per vanilla), as well as installing a [[Air Combat (Long War)#Aircraft|Satellite]] over the target country. However, unlike vanilla, multiple bases can be assaulted per playthrough (one for each country that leaves the XCOM project); in fact, doing so returns the country to the fold and allows it to resume its funding and make requests.&lt;br /&gt;
&lt;br /&gt;
===Strategic Target===&lt;br /&gt;
&lt;br /&gt;
For some [[Alien Missions (Long War)|UFO sorties]], including UFOs conducting [[Alien Missions (Long War)#Terrorize|Terror attacks]], [[Alien Missions (Long War)#Bomb|Bombing campaigns]], and [[Alien Missions (Long War)#Infiltrate|Infiltration missions]] the aliens select a &amp;quot;strategic target&amp;quot; from among those countries that are geographically adjacent to existing alien bases, prioritizing those with the highest panic.&lt;br /&gt;
&lt;br /&gt;
[[File:Council Adjacency Diagram (Long War).png]]&lt;br /&gt;
&lt;br /&gt;
The above diagram shows all adjacencies. Every time the aliens select a strategic target, they select the three countries with the most panic from among a list of &#039;&#039;all&#039;&#039; countries adjacent to &#039;&#039;any&#039;&#039; alien base. &lt;br /&gt;
&lt;br /&gt;
The strategic target selected is:&lt;br /&gt;
:90% of the time: The country with the most panic&lt;br /&gt;
:5% of the time: The country with the second-most panic&lt;br /&gt;
:5% of the time: The country with the third-most panic&lt;br /&gt;
&lt;br /&gt;
This random selection is performed for &#039;&#039;each&#039;&#039; individual UFO sortie and is calculated at the beginning of the month when the mission is scheduled.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=119260</id>
		<title>Alien Deployment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=119260"/>
		<updated>2024-06-21T00:15:47Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Pods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|50}}&lt;br /&gt;
&lt;br /&gt;
==Battlescape==&lt;br /&gt;
XCOM will end up conducting a variety of [[Missions_(Long_War)|ground operations]] against alien forces, sometimes for the purposes of countering active alien operations like [[Missions_(Long_War)#Terror_Site|Terror Attacks]] and [[Missions_(Long_War)#Alien_Abductions|Abductions]] but equally as often for the purposes of raiding supplies and resources from [[Missions_(Long_War)#UFO_Crash_Site|downed]] or [[Missions_(Long_War)#UFO_Landing_Site|landed]] alien UFOs. In addition, the [[The Council (Long War)|Council]] typically assigns XCOM with some [[Missions_(Long_War)#Council_Missions|critical mission]] each month from a random pool, from rescuing special VIPs to disabling bombs.&lt;br /&gt;
&lt;br /&gt;
XCOM will encounter various [[Alien_Life_Forms_(Long_War)|alien types]] in these ground operations; each alien type is typically specialized for a unique role in combat. As Aliens further their [[Alien_Research_(Long_War)|research]] into humanity, their [[Alien Life Forms (Long War)|ground forces]] will gain increased health, damage, aim, and so on, and even access to many of the same kinds of [[Abilities_List_(Long_War)|perks]] XCOM utilizes, as befitting their designated role. Furthermore, as their research progresses the aliens will begin to field [[Alien_Life_Forms_(Long_War)#Alpha_Units|advanced alien types]], and in greater frequency.&lt;br /&gt;
&lt;br /&gt;
While a particular type may not be too threatening by itself, the various alien types tend to synergize well; for instance, [[Alien Life Forms (Long War)#Thin Man|Thin Men]] are good at pinning XCOM down into a long range war of attrition using their [[Abilities_List_(Long_War)#Acid Spit|Acid Spit]], good aim, &amp;amp; [[Abilities_List_(Long_War)#Suppression|Suppression]] - this can allow the high mobility [[Alien_Life_Forms_(Long_War)#Floater|Floaters]], a flying enemy type, to close in and flank XCOM. That said, aliens coordinate poorly at the tactical level, taking actions in isolation without considering any synergy with other units and without formulating any kind of cohesive tactical plan. Each alien evaluates the current state of the battlefield as its turn comes up, chooses an action based on it&#039;s AI routine (which varies from alien to alien depending on their capabilities and tendencies), and then executes it. It does not consider what other allies could do on their turn and attempt to synergize, nor does it consider the capabilities of XCOM &amp;amp; attempt to counter them. In short, aliens have a numerical and technological advantage but they&#039;re predictable and can be beaten with superior tactics.&lt;br /&gt;
&lt;br /&gt;
Aliens typically deploy in &#039;&#039;&#039;Pods&#039;&#039;&#039;, or groups of 2-8 aliens which become activated in unison if any individual member spots an XCOM operative. Certain [[Council_Missions_(Long_War)|Council Missions]] involve &amp;quot;drop ins&amp;quot;, or enemies that spawn mid-mission. Drop ins always spawn behind cover and overwatching, and are automatically activated. Drop ins are always [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] in the early months, though other alien types are possible [[Council_Missions_(Long_War)#Enemy_Forces|as the campaign progresses]].&lt;br /&gt;
&lt;br /&gt;
===Pods===&lt;br /&gt;
Pods are a mechanic inherited from the vanilla game: they are groups of aliens which move together and activate together in the fog of war. Before a pod is spotted, it may stay still or patrol as a group, producing an audio cue which XCOM soldiers will hear between turns. Once an alien spots an XCOM operative on either XCOM or the aliens turn, the pod activates and the aliens take a &amp;quot;scramble&amp;quot; action, which is a single AP action that typically involves moving to the nearest bit of cover, but may also involve overwatching if the unit is of a type that does not need cover (or taking a single shot if the [[Second Wave (Long War)|Itchy Trigger Tentacle Second Wave option]] is enabled). Thereafter, members of the pod act as individual aliens, taking individual turns according to their AI script.&lt;br /&gt;
&lt;br /&gt;
Pods are comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose [[Alien_Life_Forms_(Long_War)|type]] is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Research_(Long_War)|Alien Research]]. Later in the game, [[Alien_Life_Forms_(Long_War)#Bosses|bosses]] with noticeably larger models and massive HP pools make an appearance in certain missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoids]], whose [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful [[Abilities_List_(Long_War)#Psi Shield|Psi Shield]], while [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(Long_War)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(Long_War)#Floater|Floaters]] only contain units of the same type as the leader.&lt;br /&gt;
&lt;br /&gt;
The quantity of aliens in a pod is dependent upon overall [[Alien_Research_(Long_War)|Alien Research]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. Quantity and quality of aliens in individual pods are not dependent at all on [[Alien_Resources_(Long_War)|Alien Resources]], despite rumors to the contrary; the sole exception is that high resources can add [[Alien_Resources_(Long_War)#Extra_Aliens|0-3 extra total aliens to abduction missions]].&lt;br /&gt;
&lt;br /&gt;
While members of a given pod do not coordinate amongst themselves any better than disparate aliens from different pods will, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3 depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode until they enter back into vision of XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back by the aliens, they&#039;ll call for reinforcements to hunt them down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, and short of retreating or being wiped out the only escape is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
====Pod Size====&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Research_(Long_War)|Alien Research]]:&lt;br /&gt;
&lt;br /&gt;
* Small (AR &amp;gt; 0): 2-4 aliens per pod&lt;br /&gt;
* Medium (AR &amp;gt; 120): 3-6 aliens per pod&lt;br /&gt;
* Large (AR &amp;gt; 240): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
Precisely how many aliens appear in each pod is a function of the overall number of aliens the mission calls for vs the number of pods available for that mission, with the game balancing aliens roughly evenly between all pods to the best it can.&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded (see [[Alien Deployment (Long War)#Overflow and Pruning|Overflow and Pruning]], below). This has the largest effect during early Trap UFOs or Landed Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, such missions typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods - though later Trap UFOs and Landed Larges do have more aliens, as they stop discarding them due to having larger pods to work with.&lt;br /&gt;
&lt;br /&gt;
====Pod Types====&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods &amp;amp; Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool and show up on Terror missions and some large UFOs or landed UFOs. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(Long_War)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(Long_War)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(Long_War)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(Long_War)#Terror_Site|Terror Sites]], [[UFOs_(Long_War)#Large_UFOs|Large UFOs]], [[Threat (Long War)#Trap UFOs|Trap UFOs]], [[Missions_(Long_War)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(Long_War)#Retaliation|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens, and are the only pod which can contain [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]. EXALT also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. [[Alien Life Forms (Long War)#Outsider|Outsiders]] are the most common type, though [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commanders]] replace them on larger UFOs after XCOM [[Missions_(Long_War)#Alien_Base_Assault|assaults]] its first [[Alien_Deployment_(Long_War)#Alien_Bases|alien base]], and Ethereals start appearing after the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] is recovered. [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] may also appear in very early months in place of Outsiders on [[UFOs_(Long_War)#Large_UFOs|Large UFOs]]. Be warned: if a Command Pod spots XCOM and activates, it will immediately call for reinforcements, causing all remaining alien forces on the map to start moving towards its current location; this makes an early engagement against the Command Pod an incredibly risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(Long_War)|Covert Operations]]. A typical [[Missions_(Long_War)#Covert_Extraction|Covert Extraction]] contains one jumbo pod of 3-15 EXALT (with pod sizes growing as the campaign progresses), as well as several smaller pods of 1-3 EXALT. If XCOM activates any pod and fails to kill them immediately, the remaining pods will begin slowly converging on XCOMs location. In contrast, [[Missions_(Long_War)#Covert_Data_Recovery|Data Recovery]] contains several pods of 4-6 EXALT who behave as most pods do. All Covert Operations include drop ins or spawns of lone EXALT operatives who may or may not appear in cover and may or may not overwatch.&lt;br /&gt;
&lt;br /&gt;
====Overflow and Pruning====&lt;br /&gt;
&lt;br /&gt;
The exact amount of aliens or pods used for some mission types that have randomized pods can differ from what is listed, if there is an excess of either pods or aliens.&lt;br /&gt;
&lt;br /&gt;
This can occur for:&lt;br /&gt;
* Alien Base Assaults&lt;br /&gt;
* All UFO missions (crashed, landed, trap) of all UFO types&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Overflow&#039;&#039;&#039;: If there are more aliens that can fit in pods, based on the current pod sizes, additional aliens are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, if the current pod size is Small, allowing for a maximum of 4 aliens per pod, and the mission calls for up to 30 aliens in up to 6 pods, then the mission will have 4 aliens per pod x 6 pods = 24 aliens, with the remaining 6 aliens discarded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pod Pruning&#039;&#039;&#039;: If there is no alien overflow issue, Long War will pick the number of pods to use randomly based on the number of pods, current pod sizes, and number of aliens. In the process, it may remove excess pods. Specifically:&lt;br /&gt;
&lt;br /&gt;
# Calculate the number of pods necessary to fit both the fewest and largest number of aliens per pod.&lt;br /&gt;
# Pick a random number of pods to use between those two values, with equal chance of each result.&lt;br /&gt;
# Compare this chosen value with the number of pods called for by the mission type, and reduce the chosen value to that maximum if it exceeds it. &lt;br /&gt;
# Conversely, if the amount lies below the mission&#039;s ordinary maximum, pods are discarded randomly until the number of pods remaining equals the chosen value.&lt;br /&gt;
# Finally, each pod gets a balanced share of the total alien pool, so that all pods have a difference of at most 1 alien between them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say 16 aliens are present in 1 terror and 4 soldier pods (5 total) for a given mission, and pod sizes are currently Small (i.e. 2-4 aliens). As a result, there there could be as few as 2 aliens per pod (requiring 8 pods to fit all 16 aliens) or as much as 4 aliens per pod (requiring 4 pods to fit all 16 aliens). The game picks a random number of pods to use between 4 and 8 (i.e. 4, 5, 6, 7, or 8), with equal chance of each result (in this example, 1 in 5 chance of each outcome). Because the original mission allows for a maximum of 5 pods, this means a roll of 5, 6, 7 or 8 would cause 5 pods to be used (this would occur 4/5ths of the time). Conversely, a roll of 4 (which would only occur 1/5th of the time) would cause 4 pods to be used, with a random pod (one of the 4 soldier pods or the terror pod) discarded. With 4 pods used, each would have 4 aliens; with 5 pods used, 1 would have 4 aliens and the remainder would have 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
&lt;br /&gt;
Pods are comprised of a &amp;quot;Pod Leader&amp;quot; and a number of &amp;quot;Supporting Aliens&amp;quot;. The leader determines the potential composition of the pod; the supporting aliens are usually either weaker variations of the same type of alien as the pod leader, or actual support units whose functions and capacities are designed to synergize with and improve the pod leader.&lt;br /&gt;
&lt;br /&gt;
The quantity and type of aliens is determined when the [[Missions (Long War)|ground mission]] is generated (i.e. when the crash site, landing, terror mission, abduction, etc. spawns on the geoscape). The levels of the [[pod leaders]], and thus their associated upgrades, are also determined at this time. The chance for variant upgrades (see the [[Alien Life Forms (Long War)|Alien Life Forms]] page for details) is determined the moment the mission is loaded.&lt;br /&gt;
&lt;br /&gt;
====Pod Leaders====&lt;br /&gt;
&lt;br /&gt;
The first alien in a pod is always the [[Alien Life Forms (Long War)#Pod Leader|pod leader]]. It is the pod leader alien type defines the alien type of the &#039;&#039;Adjutant&#039;&#039;, &#039;&#039;Navigator&#039;&#039;, and &#039;&#039;Generic&#039;&#039; support aliens that can appear alongside it. While some Pod Leaders are predetermined based on the type of mission being conducted (particularly for rare or notable mission types as well as DLC campaigns), the vast majority are rolled randomly according to a table of possible outcomes that change roughly based off of the number of days that have elapsed and other factors.&lt;br /&gt;
&lt;br /&gt;
Pod Leaders receive various stat boosts and bonus perks, over and above regular aliens, based on their level (see the [[Alien Life Forms (Long War)|Alien Life Forms]] article for more details). A pod leaders level can be random, fixed, or &amp;quot;tough&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Fixed: Uses a specific, predetermined leader level.&lt;br /&gt;
* Random: Uses [[Alien Life Forms (Long War)#Pod Leader|standard Leader Level randomization rules]]; every 40 [[Alien Research (Long War)|Alien Research]] increases the maximum level by 1, up to a maximum of 7 at 280 AR. At 360 AR and beyond, the chance for higher level leaders is higher, but before that, each is equally likely.&lt;br /&gt;
* Tough: Uses the same calculation as per &amp;quot;Random&amp;quot; from above, then adds +3 to the result. The maximum is still 7. See [[Alien Life Forms (Long War)#Tough Leaders|tough leaders]] for more info.&lt;br /&gt;
&lt;br /&gt;
====Support Aliens====&lt;br /&gt;
&lt;br /&gt;
The 2nd through 8th aliens in a pod are the supporting aliens. They can roll randomly to be &#039;&#039;Adjutants&#039;&#039; or &#039;&#039;Navigators&#039;&#039;, but if not they default to being a &#039;&#039;Generic&#039;&#039; support (though note that the 2nd alien in a pod is always guaranteed to be a generic support). The only thing these rolls affect is the &#039;&#039;type&#039;&#039; of alien (i.e. Sectoid vs. Thin Man), and have no effect on the aliens level or research upgrades; see [[Alien Life Forms (Long War)|Alien Life Forms]] for more information on how [[Alien Research (Long War)|Alien Research]] upgrades their ground forces.&lt;br /&gt;
&lt;br /&gt;
The pod leader defines the kinds of support aliens can appear. Weaker alien types tend to be surrounded by aliens of the same type, while strong alien types tend to be surrounded by weaker alien types. Some alien leader types have more than one Generic support alien type; in those cases, the support alien type is rolled randomly per pod, and all Generic support aliens generated within that pod will be of that type. For example, Thin Men leaders may have either Seekers or fellow Thin Men as generic supports, but not both. Furthermore, at high enough alien research, the support alien types for certain alien leader types change. This includes Sectoids, Floaters, Mutons, Heavy Floaters, Muton Elites, and EXALT Elite Operatives. In the latter case, for EXALT Elite Operatives, this only has a meaningful effect on their appearance in EXALT pods.&lt;br /&gt;
&lt;br /&gt;
====Navigator====&lt;br /&gt;
&lt;br /&gt;
Each supporting alien appearing in spots 3 through 8 has a 30% chance to be a &#039;&#039;Navigator&#039;&#039;. Up to 2 Navigators can appear in a pod, so once two are rolled, no more attempts are made. Navigators are not any more likely to have bonuses or upgrades than &#039;&#039;Generic&#039;&#039; supports, but they are sometimes of a different type than the generic support aliens. For example, a Sectoid leader is usually supported by Sectoids, but may also be accompanied by Drones, which are the Navigator. Some alien leader types have more than one Navigator alien type; in those cases, the Navigator alien type is rolled randomly per pod, and both Navigator aliens generated within that pod will be of that type. For instance, in the Sectoid example above, the Navigator alien type for a Sectoid leader pod is either Sectoids or Drones; thus, if one or two Navigators are rolled, they are either Sectoids (making them functionally identical to the other generic support Sectoids) or Drones. Furthermore, at high Alien Research, the available Navigators for certain alien leaders change. This includes Sectoids, Floaters, Mutons, and Heavy Floaters.&lt;br /&gt;
&lt;br /&gt;
====Adjutant====&lt;br /&gt;
&lt;br /&gt;
Each supporting alien appearing in spots 4 through 8 has a 10% chance to be an &#039;&#039;Adjutant&#039;&#039;. This check takes priority over the Navigator check; only if a given alien fails to be an Adjutant does the game check to see if they are instead a Navigator. Only one Adjutant can appear in a pod, so once one is rolled, no more attempts are made. Adjutants are a non-leader alien of the &#039;&#039;same type&#039;&#039; as the leader alien. They are not any more likely to have bonuses or upgrades than generic supports, but certain pods that have a strong leader alien and weak support aliens can be buttressed by a second alien of the leaders type. For example, most Mechtoids are accompanied by Sectoids and Drones, but sometimes Mechtoids come in pairs; the stronger one is the Pod Leader, while the weaker one is the Adjutant.&lt;br /&gt;
&lt;br /&gt;
===Pod Composition Tables===&lt;br /&gt;
&lt;br /&gt;
====Soldier and Terror Pods====&lt;br /&gt;
&lt;br /&gt;
The following tables display the pod leader chances to appear in Soldier Pods and Terror Pods, as well as their associated &#039;&#039;&#039;Support&#039;&#039;&#039; alien type and &#039;&#039;&#039;Navigator&#039;&#039;&#039;. Reminder that the &#039;&#039;&#039;Adjutant&#039;&#039;&#039; is always the same as the leader alien type. If multiple Navigator and Support Alien types are available for a given leader, one is picked at random and applied to all Support or Navigator aliens in a pod. The dates listed are the latest possible date to apply the table. The true determination is based on the amount of [[Alien_Research_(Long_War)|Alien Research]]. Namely, for every 28 points of &#039;&#039;&#039;Alien Research&#039;&#039;&#039; (which, at minimum, is guaranteed to increase by 1 every day), a counter called [[Alien Research (Long War)#iMonth|iMonth]] increases by 1.&lt;br /&gt;
&lt;br /&gt;
:iMonth = [[Alien Research (Long War)|Alien Research]] / 28&lt;br /&gt;
&lt;br /&gt;
Changes in Generic or Navigator supports due to alien research is indicated in Bold. This includes Mutons (iMonth = 8), Sectoids (11), Floaters (12), Heavy Floaters (13), and Muton Elites (14). Furthermore, keep in mind that for the purposes of [[Missions (Long War)#UFO Landing Site|Landed UFOs]], &#039;&#039;iMonth&#039;&#039; is increased by +1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 0 (March 1)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 76%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 24%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 1 (~March 29)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 29%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 9%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 62%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 37%&lt;br /&gt;
| 25%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 35%&lt;br /&gt;
| 13%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 2 (~April 26)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 21%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 47%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 26%&lt;br /&gt;
| 19%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 20%&lt;br /&gt;
| 9%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 17%&lt;br /&gt;
| 25%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 3 (~May 24)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 12%	&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 40%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 26%&lt;br /&gt;
| 17%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 19%&lt;br /&gt;
| 8%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 16%&lt;br /&gt;
| 21%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 21%&lt;br /&gt;
| 9%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 4 (~June 21)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 32%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 22%&lt;br /&gt;
| 14%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 16%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 15%&lt;br /&gt;
| 17%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 22%&lt;br /&gt;
| 7%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 24%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 5 (~July 19)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 5%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 29%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 20%&lt;br /&gt;
| 11%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 16%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 13%&lt;br /&gt;
| 15%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 20%&lt;br /&gt;
| 6%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Muton 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 21%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33% &lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 8%&lt;br /&gt;
| 9%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 6 (~August 16)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 9%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 5%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 26%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 6%&lt;br /&gt;
| 11%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 15%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 12%&lt;br /&gt;
| 13%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 19%&lt;br /&gt;
| 6%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Muton 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 19%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 20%&lt;br /&gt;
| 11%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|- &lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 6%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 7 (~September 13)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 8%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 26%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 13%&lt;br /&gt;
| 5%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 11%&lt;br /&gt;
| 14%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 17%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 7%&lt;br /&gt;
| 18%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 17%&lt;br /&gt;
| 10%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 6%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 8 (~October 11)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 20%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 9%&lt;br /&gt;
| 11%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 13%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Muton 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Floater 33%&#039;&#039;&#039;&lt;br /&gt;
| Muton&lt;br /&gt;
| &#039;&#039;&#039;Muton 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Seeker 33%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 15%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 14%&lt;br /&gt;
| 9%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 4%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 14%&lt;br /&gt;
| 9%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 7%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 9 (~November 8)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 7%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 20%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 6%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 12%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 15%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 8%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 4%&lt;br /&gt;
| 2%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 14%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 10 (~December 6)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 19%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 6%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 14%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|- &lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 7%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 11 (~January 3)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;&#039;Sectoid 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Elite Operative 50%&#039;&#039;&#039;&lt;br /&gt;
| Sectoid&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Elite Operative 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 18%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 14%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 8%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 12 (~January 31)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 18%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Floater 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Floater 33% &#039;&#039;&#039;&lt;br /&gt;
| Floater&lt;br /&gt;
| &#039;&#039;&#039;Floater 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Floater 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 3%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 4%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 13 (~February 28)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 17%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Heavy Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Floater 33%&#039;&#039;&#039;&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Chryssalid 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| 3%&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 3%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 14+ (~March 28)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 17%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33% &lt;br /&gt;
| Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Heavy Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33% &lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| Heavy Floater 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Heavy Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Muton 25%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Berserker 25%&#039;&#039;&#039;&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| 3%&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 3%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Command Pods====&lt;br /&gt;
&lt;br /&gt;
One command pod appears in every crashed UFO mission. They do not move or patrol.&lt;br /&gt;
&lt;br /&gt;
Before the first [[Missions (Long War)#Alien Base Assault|Alien Base Assault]], all Command pods are led by [[Alien Life Forms (Long War)#Outsider|Outsiders]], and most Command pods except for large UFOs are staffed exclusively by Outsiders (Thin Men can appear in some cases if the Command pod for a UFO has 3 or more aliens). Afterwards, Command pods for all UFOs except Scouts and Fighters are led either by [[Alien Life Forms (Long War)#Sectoid Commander|Sectoid Commanders]] or, following the collection of the [[Alien Artifacts (Long War)#Story_related_items|Ethereal Device]], [[Alien Life Forms (Long War)#Ethereal|Ethereals]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=4 | Command Pods&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Command Pod&amp;lt;br&amp;gt;Leaders (#1)&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #6)&lt;br /&gt;
|-&lt;br /&gt;
! Generic (#2 to #6)&lt;br /&gt;
! Adjutant (#4 to #6)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #6)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider 67%&amp;lt;br&amp;gt;Thin Men 33%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXALT Pods====&lt;br /&gt;
&lt;br /&gt;
All pods led by an EXALT leader, whether they are in EXALT missions or mid-to-lategame Terror pods, follow this structure. A given EXALT pod leader usually has a 25% chance to be an Operator, Heavy, Sniper, or Medic, though some leaders are fixed as Operators in certain early game EXALT missions. Note that the generic support type for EXALT Elite Operatives changes when iMonth &amp;gt;= 6 (i.e. [[Alien Research (Long War)|Alien Research]] &amp;gt;= 168).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | EXALT Pods&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting EXALT&lt;br /&gt;
|-&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant&amp;lt;br&amp;gt;10% per support, Max 1&lt;br /&gt;
! Navigators&amp;lt;br&amp;gt;30% per support, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| 50%: EXALT Heavy &amp;lt;br&amp;gt;50%: EXALT Sniper &lt;br /&gt;
|-&lt;br /&gt;
| EXALT Heavy&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Heavy&lt;br /&gt;
| 50%: EXALT Sniper&amp;lt;br&amp;gt;50%: EXALT Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Sniper&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Sniper&lt;br /&gt;
| 50%: EXALT Heavy&amp;lt;br&amp;gt;50%: EXALT Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Medic&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Medic&lt;br /&gt;
| 50%: EXALT Heavy&amp;lt;br&amp;gt;50%: EXALT Sniper&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Operator&amp;lt;br&amp;gt;([[Alien Research (Long War)|AR]] &amp;gt;= 168: Elite Operator)&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Sniper&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Heavy&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Heavy&lt;br /&gt;
| 50%: EXALT Elite Sniper&amp;lt;br&amp;gt;50%: EXALT Elite Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Sniper&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Sniper&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Medic&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Medic&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Sniper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Geoscape==&lt;br /&gt;
&lt;br /&gt;
Aliens begin the invasion by taking over a target country to establish a base of operations, choosing a random continent that is not the same as the players starting continent and then choosing a random country in said continent. At some point in March of the first year, the chosen country will inexplicably leave XCOM, seemingly without warning; in reality, the aliens launched a large-scale operation called an [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] mission in which they capture and control the local leadership, setting up a [[Alien_Deployment_(Long_War)#Alien_Bases|Base]] to project their influence and coordinate operations. To prevent further Infiltration missions, XCOM will have to maintain a constant pressure over the aliens in the coming months, denying the aliens success in their ground and air operations so that they view XCOM as a more important [[Threat_(Long_War)|Threat]], or denying and starving the aliens of [[Alien_Resources_(Long_War)|Resources]]; either is sufficient to prevent aliens from capturing countries instantly, though XCOM will still have to deal with the spread of [[Panic_(Long_War)|panic]] which, if allowed to reach critical levels, provides aliens with a window to capture countries smoothly and easily without the use of the relatively expensive Infiltration mission.&lt;br /&gt;
&lt;br /&gt;
===Air Operations===&lt;br /&gt;
:&#039;&#039;Main article: [[Alien Missions (Long War)]]&lt;br /&gt;
&lt;br /&gt;
The Aliens conduct various [[Alien_Missions_(Long_War)|UFO missions]] in the air to achieve their nefarious ends and support their invasion effort. Missions are planned monthly, at the start of the month, and take into consideration [[Alien_Resources_(Long_War)|Alien Resources]] and the [[Threat_(Long_War)|Threat Level]] the aliens perceive XCOM to represent. Damaging, shooting down, destroying and/or raiding UFOs is one of few means of denying &amp;amp; depriving the aliens of resources; ironically, doing so also increases threat, so XCOM always finds itself caught between protecting countries from a surge in alien resources and protecting itself from a surge in perceived threat.&lt;br /&gt;
&lt;br /&gt;
The Aliens primary strategy is to invade and take over the globe; they perform this by capturing countries, tending to focus on those adjacent to their existing holdings first before expanding outward to other continents. This tendency is governed primarily by an RNG that is biased towards focusing efforts on the highest [[Panic_(Long_War)|Panic]] countries (see [[Alien Deployment (Long War)#Strategic Target|Strategic Target]], below), though there is always a possibility of another target being chosen. [[Alien_Missions_(Long_War)#Bomb|Bombing runs]] and [[Alien_Missions_(Long_War)#Terrorize_Populace|Terror missions]] are used to spread [[Panic_(Long_War)|Panic]] to targeted countries to allow the aliens a window to infiltrate and control the local leadership and then install a [[Alien_Deployment_(Long_War)#Alien_Bases|base]]; with enough [[Alien_Resources_(Long_War)|resources]], however, the aliens will attempt [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] missions to capture countries directly regardless of panic levels.&lt;br /&gt;
&lt;br /&gt;
The Aliens will attempt to [[Alien_Missions_(Long_War)#Scout|Scout]] out and then [[Alien_Missions_(Long_War)#Hunt|Hunt]] down satellites to deny XCOM their primary means of engaging UFOs, with the RNG biased towards protecting their own bases from being raided before striking at XCOM-controlled airspace to deny XCOM air superiority. The Aliens&#039; available intelligence on XCOM satellites is abstracted somewhat: they will spend their monthly [[Alien_Missions_(Long_War)#Hunt|Hunt]] missions - representing satellites they&#039;ve located through other means - to strike at XCOM satellites directly; conversely, they&#039;ll spend their monthly [[Alien_Missions_(Long_War)#Scout|Scout]] missions to try and locate satellites, spawning an additional [[Alien_Missions_(Long_War)#Hunt|Hunt]] mission over and above their monthly supply if the mission is successful. Where they are Scouting or Hunting is completely random, though they will always run the designated missions in countries with a Satellite over them.&lt;br /&gt;
&lt;br /&gt;
If the Aliens consider XCOM a large enough threat, they will begin to focus their efforts on [[Alien_Missions_(Long_War)#Retaliation|sabotaging XCOM operations directly]]. Above-average resources and threat is sufficient grounds to get them to send a ground team after your [[Missions_(Long_War)#XCOM_Air_Base_Defense|Interceptor Bases]], though they&#039;ll only start doing so once XCOM has built it&#039;s first [[Air_Combat_(Long_War)#Aircraft|Firestorm]]. They&#039;ll even initiate an [[Missions_(Long_War)#XCOM_Base_Defense|assault on XCOM Headquarters]] directly, though this requires a few months of maximum threat and resources to get the aliens to take such drastic &amp;amp; costly measures. High threat will also increase the likelihood that the Aliens will attempt to [[Threat (Long War)#Trap UFOs|ambush]] XCOM ground forces by sending a larger contingent of aliens to a given landed UFO than normal, though keep in mind that only UFOs that have &#039;&#039;successfully&#039;&#039; landed can be traps.&lt;br /&gt;
&lt;br /&gt;
The Aliens also run various missions across the globe to support their invasion efforts: [[Alien_Missions_(Long_War)#Research|Research]] missions to give their [[UFOs_(Long_War)|air]] and [[Alien_Life_Forms_(Long_War)|ground]] forces a statistical edge in combat and [[Alien_Missions_(Long_War)#Harvest|Harvest]] missions to increase their supply of [[Alien_Resources_(Long_War)|Resources]] so that they can field more missions and more powerful UFOs. Denying the Aliens the ability to do either helps in the long term, though the need to respond is not as dire as it is for other missions. On top of that, at high enough threat, the Aliens will often try to avoid XCOM-controlled countries when harvesting resources, though being forced to choose less optimal sites reduces the return. Lastly, Aliens will also conduct [[Alien_Missions_(Long_War)#Abduction|Abduction]] missions - for nebulous and mysterious reasons that may tie in with their overall purpose for invasions. Abduction missions don&#039;t particularly help the aliens or hurt XCOM, though failing to respond to them will still spread panic.&lt;br /&gt;
&lt;br /&gt;
===Abduction Difficulty===&lt;br /&gt;
&lt;br /&gt;
[[Missions (Long War)#Abduction|Abduction]] difficulty can be 0 (light), 1 (medium), 2 (heavy), or 3 (swarming).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;base difficulty rating&#039;&#039; is 0 or 1 (randomly determined, with a 50% possibility for each). If [[Alien Research (Long War)|Alien Research]] &amp;gt; 210, add an additional random 0 or 1 (again, 50% for each). In total, that&#039;s 25% for 0, 50% for 1, and 25% for 2.&lt;br /&gt;
&lt;br /&gt;
This base value is modified by the Act the game is currently in. You can easily tell what act the game is in by noting the background music change in the HQ.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Act&lt;br /&gt;
! Trigger&lt;br /&gt;
! Mod&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=SvMN89NSFb0 Act 1]&lt;br /&gt;
| Start of the game&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=T6bXcD0VBzI Act 2]&lt;br /&gt;
| Interrogate first Alien&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=klE6VqLGNP0 Act 3]&lt;br /&gt;
| After [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base value is also modified by the [[Panic (Long War)|panic]] level of the target country:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Panic&lt;br /&gt;
! Mod&lt;br /&gt;
|-&lt;br /&gt;
| 0-19&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 20-39&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 40-59&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 60-79&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 80-99&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Finally, the difficulty rating is clamped to between 0 (light) and 3 (swarming).&lt;br /&gt;
&lt;br /&gt;
===Alien Bases===&lt;br /&gt;
As the Aliens expand their coverage over the globe, they install &#039;&#039;&#039;Bases&#039;&#039;&#039; to exert pressure and psionic control over the local governments. Where XCOM fails to present itself as an adequate [[Threat_(Long_War)|threat]] and given a surge in [[Alien_Resources_(Long_War)|resources]], the Aliens will [[Alien_Missions_(Long_War)#Infiltrate|capture]] target countries directly with a large scale military operation; that said, a country too busy managing it&#039;s own [[Panic_(Long_War)#Country_Defection|panicking]] citizens due to unchecked alien activity will effectively hand itself over on a silver platter. Regardless of the method, the country will withdraw from the Council, and soon an &#039;&#039;&#039;Alien Base&#039;&#039;&#039; will be constructed on the target country to cement their foothold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Bases&#039;&#039;&#039; provide aliens with a selection of benefits:&lt;br /&gt;
&lt;br /&gt;
#They exert control over a target country, preventing it from returning to the XCOM project while the base is intact. Captured countries will no longer provide XCOM [[The_Council_(Long_War)#Funding|funding]] &amp;amp; will not make requests to the Council; as a consequence, XCOMs means of acquiring additional income &amp;amp; personnel is disrupted. Finally, XCOM will be deprived of any country &amp;amp; continent bonuses associated with the given country, though XCOMs starting country bonus (if the aliens manage to capture XCOMs starting country) will not be removed.&lt;br /&gt;
#They provide the Aliens a monthly supply of [[Alien_Research_(Long_War)#Bonus Research|Bonus Research]], which steadily increases the capabilities of their air and ground forces. More research means more [[Alien_Life_Forms_(Long_War)|alien types]] and higher-leveled aliens, as well as more powerful [[UFOs_(Long_War)|UFOs]].&lt;br /&gt;
#They provide the Aliens with a steady supply of [[Alien_Resources_(Long_War)|Resources]], which allows them to run more dangerous [[Alien_Missions_(Long_War)|air operations]] more frequently &amp;amp; using more powerful [[UFOs_(Long_War)|UFOs]].&lt;br /&gt;
&lt;br /&gt;
To rob the aliens of these benefits, these bases [[Missions_(Long_War)#Alien_Base_Assault|can be assaulted]], though locating them requires progressing far enough through the main research path to research [[Research_(Long_War)#Xenology|Alien Operations]] and unlock production of the [[Alien Artifacts (Long War)#Story related items|Skeleton Key]] (as per vanilla), as well as installing a [[Air Combat (Long War)#Aircraft|Satellite]] over the target country. However, unlike vanilla, multiple bases can be assaulted per playthrough (one for each country that leaves the XCOM project); in fact, doing so returns the country to the fold and allows it to resume its funding and make requests.&lt;br /&gt;
&lt;br /&gt;
===Strategic Target===&lt;br /&gt;
&lt;br /&gt;
For some [[Alien Missions (Long War)|UFO sorties]], including UFOs conducting [[Alien Missions (Long War)#Terrorize|Terror attacks]], [[Alien Missions (Long War)#Bomb|Bombing campaigns]], and [[Alien Missions (Long War)#Infiltrate|Infiltration missions]] the aliens select a &amp;quot;strategic target&amp;quot; from among those countries that are geographically adjacent to existing alien bases, prioritizing those with the highest panic.&lt;br /&gt;
&lt;br /&gt;
[[File:Council Adjacency Diagram (Long War).png]]&lt;br /&gt;
&lt;br /&gt;
The above diagram shows all adjacencies. Every time the aliens select a strategic target, they select the three countries with the most panic from among a list of &#039;&#039;all&#039;&#039; countries adjacent to &#039;&#039;any&#039;&#039; alien base. &lt;br /&gt;
&lt;br /&gt;
The strategic target selected is:&lt;br /&gt;
:90% of the time: The country with the most panic&lt;br /&gt;
:5% of the time: The country with the second-most panic&lt;br /&gt;
:5% of the time: The country with the third-most panic&lt;br /&gt;
&lt;br /&gt;
This random selection is performed for &#039;&#039;each&#039;&#039; individual UFO sortie and is calculated at the beginning of the month when the mission is scheduled.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=119259</id>
		<title>Alien Deployment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=119259"/>
		<updated>2024-06-21T00:04:46Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Pod Size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|50}}&lt;br /&gt;
&lt;br /&gt;
==Battlescape==&lt;br /&gt;
XCOM will end up conducting a variety of [[Missions_(Long_War)|ground operations]] against alien forces, sometimes for the purposes of countering active alien operations like [[Missions_(Long_War)#Terror_Site|Terror Attacks]] and [[Missions_(Long_War)#Alien_Abductions|Abductions]] but equally as often for the purposes of raiding supplies and resources from [[Missions_(Long_War)#UFO_Crash_Site|downed]] or [[Missions_(Long_War)#UFO_Landing_Site|landed]] alien UFOs. In addition, the [[The Council (Long War)|Council]] typically assigns XCOM with some [[Missions_(Long_War)#Council_Missions|critical mission]] each month from a random pool, from rescuing special VIPs to disabling bombs.&lt;br /&gt;
&lt;br /&gt;
XCOM will encounter various [[Alien_Life_Forms_(Long_War)|alien types]] in these ground operations; each alien type is typically specialized for a unique role in combat. As Aliens further their [[Alien_Research_(Long_War)|research]] into humanity, their [[Alien Life Forms (Long War)|ground forces]] will gain increased health, damage, aim, and so on, and even access to many of the same kinds of [[Abilities_List_(Long_War)|perks]] XCOM utilizes, as befitting their designated role. Furthermore, as their research progresses the aliens will begin to field [[Alien_Life_Forms_(Long_War)#Alpha_Units|advanced alien types]], and in greater frequency.&lt;br /&gt;
&lt;br /&gt;
While a particular type may not be too threatening by itself, the various alien types tend to synergize well; for instance, [[Alien Life Forms (Long War)#Thin Man|Thin Men]] are good at pinning XCOM down into a long range war of attrition using their [[Abilities_List_(Long_War)#Acid Spit|Acid Spit]], good aim, &amp;amp; [[Abilities_List_(Long_War)#Suppression|Suppression]] - this can allow the high mobility [[Alien_Life_Forms_(Long_War)#Floater|Floaters]], a flying enemy type, to close in and flank XCOM. That said, aliens coordinate poorly at the tactical level, taking actions in isolation without considering any synergy with other units and without formulating any kind of cohesive tactical plan. Each alien evaluates the current state of the battlefield as its turn comes up, chooses an action based on it&#039;s AI routine (which varies from alien to alien depending on their capabilities and tendencies), and then executes it. It does not consider what other allies could do on their turn and attempt to synergize, nor does it consider the capabilities of XCOM &amp;amp; attempt to counter them. In short, aliens have a numerical and technological advantage but they&#039;re predictable and can be beaten with superior tactics.&lt;br /&gt;
&lt;br /&gt;
Aliens typically deploy in &#039;&#039;&#039;Pods&#039;&#039;&#039;, or groups of 2-8 aliens which become activated in unison if any individual member spots an XCOM operative. Certain [[Council_Missions_(Long_War)|Council Missions]] involve &amp;quot;drop ins&amp;quot;, or enemies that spawn mid-mission. Drop ins always spawn behind cover and overwatching, and are automatically activated. Drop ins are always [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] in the early months, though other alien types are possible [[Council_Missions_(Long_War)#Enemy_Forces|as the campaign progresses]].&lt;br /&gt;
&lt;br /&gt;
===Pods===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose [[Alien_Life_Forms_(Long_War)|type]] is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Research_(Long_War)|Alien Research]]. Later in the game, [[Alien_Life_Forms_(Long_War)#Bosses|bosses]] with noticeably larger models and massive HP pools make an appearance in certain missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoids]], whose [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful [[Abilities_List_(Long_War)#Psi Shield|Psi Shield]], while [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(Long_War)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(Long_War)#Floater|Floaters]] or [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoids]] only contain units of the same type as the leader.&lt;br /&gt;
&lt;br /&gt;
The quantity of aliens in a pod is dependent upon overall [[Alien_Research_(Long_War)|Alien Research]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. Quantity and quality of aliens in individual pods are not dependent at all on [[Alien_Resources_(Long_War)|Alien Resources]], despite rumors to the contrary; the sole exception is that high resources can add [[Alien_Resources_(Long_War)#Extra_Aliens|0-3 extra total aliens to abduction missions]].&lt;br /&gt;
&lt;br /&gt;
While members of a given pod do not coordinate amongst themselves any better than disparate aliens from different pods will, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3 depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode until they enter back into vision of XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back by the aliens, they&#039;ll call for reinforcements to hunt them down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, and short of retreating or being wiped out the only escape is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
====Pod Size====&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Research_(Long_War)|Alien Research]]:&lt;br /&gt;
&lt;br /&gt;
* Small (AR &amp;gt; 0): 2-4 aliens per pod&lt;br /&gt;
* Medium (AR &amp;gt; 120): 3-6 aliens per pod&lt;br /&gt;
* Large (AR &amp;gt; 240): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
Precisely how many aliens appear in each pod is a function of the overall number of aliens the mission calls for vs the number of pods available for that mission, with the game balancing aliens roughly evenly between all pods to the best it can.&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded (see [[Alien Deployment (Long War)#Overflow and Pruning|Overflow and Pruning]], below). This has the largest effect during early Trap UFOs or Landed Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, such missions typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods - though later Trap UFOs and Landed Larges do have more aliens, as they stop discarding them due to having larger pods to work with.&lt;br /&gt;
&lt;br /&gt;
====Pod Types====&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods &amp;amp; Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool and show up on Terror missions and some large UFOs. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(Long_War)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(Long_War)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(Long_War)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(Long_War)#Terror_Site|Terror Sites]], [[UFOs_(Long_War)#Large_UFOs|Large UFOs]], [[Threat (Long War)#Trap UFOs|Trap UFOs]], [[Missions_(Long_War)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(Long_War)#Retaliation|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens, and are the only pod which contains [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]. EXALT also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. [[Alien Life Forms (Long War)#Outsider|Outsiders]] are the most common type, though [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commanders]] replace them on larger UFOs after XCOM [[Missions_(Long_War)#Alien_Base_Assault|assaults]] its first [[Alien_Deployment_(Long_War)#Alien_Bases|alien base]], and Ethereals start appearing after the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] is recovered. [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] may also appear in very early months in place of Outsiders on [[UFOs_(Long_War)#Large_UFOs|Large UFOs]]. Be warned: if a Command Pod spots XCOM and activates, it will immediately call for reinforcements, causing all remaining alien forces on the map to start moving towards its current location; this makes an early engagement against the Command Pod an incredibly risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(Long_War)|Covert Operations]]. A typical [[Missions_(Long_War)#Covert_Extraction|Covert Extraction]] contains one jumbo pod of 3-15 EXALT (with pod sizes growing as the campaign progresses), as well as several smaller pods of 1-3 EXALT. If XCOM activates any pod and fails to kill them immediately, the remaining pods will begin slowly converging on XCOMs location. In contrast, [[Missions_(Long_War)#Covert_Data_Recovery|Data Recovery]] contains several pods of 4-6 EXALT who behave as most pods do. All Covert Operations include drop ins or spawns of lone EXALT operatives who may or may not appear in cover and may or may not overwatch.&lt;br /&gt;
&lt;br /&gt;
====Overflow and Pruning====&lt;br /&gt;
&lt;br /&gt;
The exact amount of aliens or pods used for some mission types that have randomized pods can differ from what is listed, if there is an excess of either pods or aliens.&lt;br /&gt;
&lt;br /&gt;
This can occur for:&lt;br /&gt;
* Alien Base Assaults&lt;br /&gt;
* All UFO missions (crashed, landed, trap) of all UFO types&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Overflow&#039;&#039;&#039;: If there are more aliens that can fit in pods, based on the current pod sizes, additional aliens are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, if the current pod size is Small, allowing for a maximum of 4 aliens per pod, and the mission calls for up to 30 aliens in up to 6 pods, then the mission will have 4 aliens per pod x 6 pods = 24 aliens, with the remaining 6 aliens discarded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pod Pruning&#039;&#039;&#039;: If there is no alien overflow issue, Long War will pick the number of pods to use randomly based on the number of pods, current pod sizes, and number of aliens. In the process, it may remove excess pods. Specifically:&lt;br /&gt;
&lt;br /&gt;
# Calculate the number of pods necessary to fit both the fewest and largest number of aliens per pod.&lt;br /&gt;
# Pick a random number of pods to use between those two values, with equal chance of each result.&lt;br /&gt;
# Compare this chosen value with the number of pods called for by the mission type, and reduce the chosen value to that maximum if it exceeds it. &lt;br /&gt;
# Conversely, if the amount lies below the mission&#039;s ordinary maximum, pods are discarded randomly until the number of pods remaining equals the chosen value.&lt;br /&gt;
# Finally, each pod gets a balanced share of the total alien pool, so that all pods have a difference of at most 1 alien between them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say 16 aliens are present in 1 terror and 4 soldier pods (5 total) for a given mission, and pod sizes are currently Small (i.e. 2-4 aliens). As a result, there there could be as few as 2 aliens per pod (requiring 8 pods to fit all 16 aliens) or as much as 4 aliens per pod (requiring 4 pods to fit all 16 aliens). The game picks a random number of pods to use between 4 and 8 (i.e. 4, 5, 6, 7, or 8), with equal chance of each result (in this example, 1 in 5 chance of each outcome). Because the original mission allows for only 5 pods, this means a roll of 5, 6, 7 or 8 would cause 5 pods to be used (this would occur 4/5ths of the time). Conversely, a roll of 4 (which would only occur 1/5th of the time) would cause 4 pods to be used, with a random pod (one of the 4 soldier pods or the terror pod) discarded. With 4 pods used, each would have 4 aliens; with 5 pods used, 1 would have 4 aliens and the remainder would have 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
&lt;br /&gt;
Pods are comprised of a &amp;quot;Pod Leader&amp;quot; and a number of &amp;quot;Supporting Aliens&amp;quot;. The leader determines the potential composition of the pod; the supporting aliens are usually either weaker variations of the same type of alien as the pod leader, or actual support units whose functions and capacities are designed to synergize with and improve the pod leader.&lt;br /&gt;
&lt;br /&gt;
The quantity and type of aliens is determined when the [[Missions (Long War)|ground mission]] is generated (i.e. when the crash site, landing, terror mission, abduction, etc. spawns on the geoscape). The levels of the [[pod leaders]], and thus their associated upgrades, are also determined at this time. The chance for variant upgrades (see the [[Alien Life Forms (Long War)|Alien Life Forms]] page for details) is determined the moment the mission is loaded.&lt;br /&gt;
&lt;br /&gt;
====Pod Leaders====&lt;br /&gt;
&lt;br /&gt;
The first alien in a pod is always the [[Alien Life Forms (Long War)#Pod Leader|pod leader]]. It is the pod leader alien type defines the alien type of the &#039;&#039;Adjutant&#039;&#039;, &#039;&#039;Navigator&#039;&#039;, and &#039;&#039;Generic&#039;&#039; support aliens that can appear alongside it. While some Pod Leaders are predetermined based on the type of mission being conducted (particularly for rare or notable mission types as well as DLC campaigns), the vast majority are rolled randomly according to a table of possible outcomes that change roughly based off of the number of days that have elapsed and other factors.&lt;br /&gt;
&lt;br /&gt;
Pod Leaders receive various stat boosts and bonus perks, over and above regular aliens, based on their level (see the [[Alien Life Forms (Long War)|Alien Life Forms]] article for more details). A pod leaders level can be random, fixed, or &amp;quot;tough&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Fixed: Uses a specific, predetermined leader level.&lt;br /&gt;
* Random: Uses [[Alien Life Forms (Long War)#Pod Leader|standard Leader Level randomization rules]]; every 40 [[Alien Research (Long War)|Alien Research]] increases the maximum level by 1, up to a maximum of 7 at 280 AR. At 360 AR and beyond, the chance for higher level leaders is higher, but before that, each is equally likely.&lt;br /&gt;
* Tough: Uses the same calculation as per &amp;quot;Random&amp;quot; from above, then adds +3 to the result. The maximum is still 7. See [[Alien Life Forms (Long War)#Tough Leaders|tough leaders]] for more info.&lt;br /&gt;
&lt;br /&gt;
====Support Aliens====&lt;br /&gt;
&lt;br /&gt;
The 2nd through 8th aliens in a pod are the supporting aliens. They can roll randomly to be &#039;&#039;Adjutants&#039;&#039; or &#039;&#039;Navigators&#039;&#039;, but if not they default to being a &#039;&#039;Generic&#039;&#039; support (though note that the 2nd alien in a pod is always guaranteed to be a generic support). The only thing these rolls affect is the &#039;&#039;type&#039;&#039; of alien (i.e. Sectoid vs. Thin Man), and have no effect on the aliens level or research upgrades; see [[Alien Life Forms (Long War)|Alien Life Forms]] for more information on how [[Alien Research (Long War)|Alien Research]] upgrades their ground forces.&lt;br /&gt;
&lt;br /&gt;
The pod leader defines the kinds of support aliens can appear. Weaker alien types tend to be surrounded by aliens of the same type, while strong alien types tend to be surrounded by weaker alien types. Some alien leader types have more than one Generic support alien type; in those cases, the support alien type is rolled randomly per pod, and all Generic support aliens generated within that pod will be of that type. For example, Thin Men leaders may have either Seekers or fellow Thin Men as generic supports, but not both. Furthermore, at high enough alien research, the support alien types for certain alien leader types change. This includes Sectoids, Floaters, Mutons, Heavy Floaters, Muton Elites, and EXALT Elite Operatives. In the latter case, for EXALT Elite Operatives, this only has a meaningful effect on their appearance in EXALT pods.&lt;br /&gt;
&lt;br /&gt;
====Navigator====&lt;br /&gt;
&lt;br /&gt;
Each supporting alien appearing in spots 3 through 8 has a 30% chance to be a &#039;&#039;Navigator&#039;&#039;. Up to 2 Navigators can appear in a pod, so once two are rolled, no more attempts are made. Navigators are not any more likely to have bonuses or upgrades than &#039;&#039;Generic&#039;&#039; supports, but they are sometimes of a different type than the generic support aliens. For example, a Sectoid leader is usually supported by Sectoids, but may also be accompanied by Drones, which are the Navigator. Some alien leader types have more than one Navigator alien type; in those cases, the Navigator alien type is rolled randomly per pod, and both Navigator aliens generated within that pod will be of that type. For instance, in the Sectoid example above, the Navigator alien type for a Sectoid leader pod is either Sectoids or Drones; thus, if one or two Navigators are rolled, they are either Sectoids (making them functionally identical to the other generic support Sectoids) or Drones. Furthermore, at high Alien Research, the available Navigators for certain alien leaders change. This includes Sectoids, Floaters, Mutons, and Heavy Floaters.&lt;br /&gt;
&lt;br /&gt;
====Adjutant====&lt;br /&gt;
&lt;br /&gt;
Each supporting alien appearing in spots 4 through 8 has a 10% chance to be an &#039;&#039;Adjutant&#039;&#039;. This check takes priority over the Navigator check; only if a given alien fails to be an Adjutant does the game check to see if they are instead a Navigator. Only one Adjutant can appear in a pod, so once one is rolled, no more attempts are made. Adjutants are a non-leader alien of the &#039;&#039;same type&#039;&#039; as the leader alien. They are not any more likely to have bonuses or upgrades than generic supports, but certain pods that have a strong leader alien and weak support aliens can be buttressed by a second alien of the leaders type. For example, most Mechtoids are accompanied by Sectoids and Drones, but sometimes Mechtoids come in pairs; the stronger one is the Pod Leader, while the weaker one is the Adjutant.&lt;br /&gt;
&lt;br /&gt;
===Pod Composition Tables===&lt;br /&gt;
&lt;br /&gt;
====Soldier and Terror Pods====&lt;br /&gt;
&lt;br /&gt;
The following tables display the pod leader chances to appear in Soldier Pods and Terror Pods, as well as their associated &#039;&#039;&#039;Support&#039;&#039;&#039; alien type and &#039;&#039;&#039;Navigator&#039;&#039;&#039;. Reminder that the &#039;&#039;&#039;Adjutant&#039;&#039;&#039; is always the same as the leader alien type. If multiple Navigator and Support Alien types are available for a given leader, one is picked at random and applied to all Support or Navigator aliens in a pod. The dates listed are the latest possible date to apply the table. The true determination is based on the amount of [[Alien_Research_(Long_War)|Alien Research]]. Namely, for every 28 points of &#039;&#039;&#039;Alien Research&#039;&#039;&#039; (which, at minimum, is guaranteed to increase by 1 every day), a counter called [[Alien Research (Long War)#iMonth|iMonth]] increases by 1.&lt;br /&gt;
&lt;br /&gt;
:iMonth = [[Alien Research (Long War)|Alien Research]] / 28&lt;br /&gt;
&lt;br /&gt;
Changes in Generic or Navigator supports due to alien research is indicated in Bold. This includes Mutons (iMonth = 8), Sectoids (11), Floaters (12), Heavy Floaters (13), and Muton Elites (14). Furthermore, keep in mind that for the purposes of [[Missions (Long War)#UFO Landing Site|Landed UFOs]], &#039;&#039;iMonth&#039;&#039; is increased by +1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 0 (March 1)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 76%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 24%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 1 (~March 29)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 29%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 9%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 62%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 37%&lt;br /&gt;
| 25%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 35%&lt;br /&gt;
| 13%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 2 (~April 26)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 21%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 47%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 26%&lt;br /&gt;
| 19%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 20%&lt;br /&gt;
| 9%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 17%&lt;br /&gt;
| 25%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 3 (~May 24)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 12%	&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 40%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 26%&lt;br /&gt;
| 17%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 19%&lt;br /&gt;
| 8%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 16%&lt;br /&gt;
| 21%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 21%&lt;br /&gt;
| 9%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 4 (~June 21)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 32%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 22%&lt;br /&gt;
| 14%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 16%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 15%&lt;br /&gt;
| 17%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 22%&lt;br /&gt;
| 7%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 24%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 5 (~July 19)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 5%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 29%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 20%&lt;br /&gt;
| 11%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 16%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 13%&lt;br /&gt;
| 15%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 20%&lt;br /&gt;
| 6%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Muton 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 21%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33% &lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 8%&lt;br /&gt;
| 9%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 6 (~August 16)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 9%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 5%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 26%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 6%&lt;br /&gt;
| 11%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 15%&lt;br /&gt;
| 6%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 12%&lt;br /&gt;
| 13%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 19%&lt;br /&gt;
| 6%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Muton 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 19%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 20%&lt;br /&gt;
| 11%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|- &lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 6%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 7 (~September 13)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 8%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 26%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 13%&lt;br /&gt;
| 5%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 11%&lt;br /&gt;
| 14%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 17%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floaters 67%&amp;lt;br&amp;gt;Mutons 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 7%&lt;br /&gt;
| 18%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 17%&lt;br /&gt;
| 10%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 6%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 8 (~October 11)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 20%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 9%&lt;br /&gt;
| 11%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 13%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Muton 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Floater 33%&#039;&#039;&#039;&lt;br /&gt;
| Muton&lt;br /&gt;
| &#039;&#039;&#039;Muton 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Seeker 33%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 15%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 14%&lt;br /&gt;
| 9%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 4%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 14%&lt;br /&gt;
| 9%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 7%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 9 (~November 8)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 7%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 20%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 5%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 6%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 12%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 15%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 8%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 4%&lt;br /&gt;
| 2%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 14%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 10 (~December 6)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Drone 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 19%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 6%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 14%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|- &lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 7%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 11 (~January 3)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;&#039;Sectoid 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Elite Operative 50%&#039;&#039;&#039;&lt;br /&gt;
| Sectoid&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Elite Operative 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 3%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 18%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 9%&lt;br /&gt;
| 14%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 7%&lt;br /&gt;
| 8%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 9%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 12 (~January 31)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 18%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 5%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Floater 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Floater 33% &#039;&#039;&#039;&lt;br /&gt;
| Floater&lt;br /&gt;
| &#039;&#039;&#039;Floater 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Floater 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 3%&lt;br /&gt;
| Thin Man 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 7%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 11%&lt;br /&gt;
| 8%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 5%&lt;br /&gt;
| 2%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 11%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| -&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 4%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 13 (~February 28)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 17%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Heavy Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater 67%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Floater 33%&#039;&#039;&#039;&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Chryssalid 50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Muton Elite 16.67%&amp;lt;br&amp;gt;Berserker 16.67%&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| 3%&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 3%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=6 | iMonth = 14+ (~March 28)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #8)&lt;br /&gt;
|-&lt;br /&gt;
! Leader Type&lt;br /&gt;
! Soldier %&lt;br /&gt;
! Terror %&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant (#4 to #8)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #8)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid&lt;br /&gt;
| 6%&lt;br /&gt;
| -&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Elite Operative 50%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| 2%&lt;br /&gt;
| -&lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
| Drone &lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| -&lt;br /&gt;
| 17%&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| Chryssalid 67%&amp;lt;br&amp;gt;Zombie 33% &lt;br /&gt;
|-&lt;br /&gt;
| Floater&lt;br /&gt;
| 4%&lt;br /&gt;
| 4%&lt;br /&gt;
| Floater 67%&amp;lt;br&amp;gt;Heavy Floater 33% &lt;br /&gt;
| Floater&lt;br /&gt;
| Floater 50%&amp;lt;br&amp;gt;Heavy Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Thin Men 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
| Thin Man&lt;br /&gt;
| Sectoid 50%&amp;lt;br&amp;gt;Thin Man 50%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker&lt;br /&gt;
| Seeker 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muton&lt;br /&gt;
| 10%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Muton&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Seeker 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| 8%&lt;br /&gt;
| 13%&lt;br /&gt;
| Drone&lt;br /&gt;
| Cyberdisc&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| 10%&lt;br /&gt;
| 7%&lt;br /&gt;
| Sectoid&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Drone&lt;br /&gt;
|-&lt;br /&gt;
| Berserker&lt;br /&gt;
| 6%&lt;br /&gt;
| 7%&lt;br /&gt;
| Muton 67%&amp;lt;br&amp;gt;Floater 33% &lt;br /&gt;
| Berserker&lt;br /&gt;
| Berserker 50%&amp;lt;br&amp;gt;Floater 50%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| 8%&lt;br /&gt;
| 4%&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid (Variant Pod)&lt;br /&gt;
| 6%&lt;br /&gt;
| 5%&lt;br /&gt;
| Muton 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Mechtoid&lt;br /&gt;
| Sectoid Commander 50%&amp;lt;br&amp;gt;Drone 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| 9%&lt;br /&gt;
| 7%&lt;br /&gt;
| Heavy Floater 67%&amp;lt;br&amp;gt;Floater 33%&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| Heavy Floater 50%&amp;lt;br&amp;gt;Chryssalid 50%&lt;br /&gt;
|-&lt;br /&gt;
| EXALT&lt;br /&gt;
| -&lt;br /&gt;
| 3%&lt;br /&gt;
| EXALT Operative&lt;br /&gt;
| EXALT&lt;br /&gt;
| EXALT&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| -&lt;br /&gt;
| 5%&lt;br /&gt;
| Elite Operative&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
| EXALT Elite&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| 10%&lt;br /&gt;
| 4%&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite 50%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Muton 25%&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Berserker 25%&#039;&#039;&#039;&lt;br /&gt;
| Muton Elite&lt;br /&gt;
| Muton Elite 40%&amp;lt;br&amp;gt;Heavy Floater 30%&amp;lt;br&amp;gt;Mechtoid 30%&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod&lt;br /&gt;
| 3%&lt;br /&gt;
| 8%&lt;br /&gt;
| Drone&lt;br /&gt;
| Sectopod&lt;br /&gt;
| Seeker&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| 3%&lt;br /&gt;
| 3%&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Command Pods====&lt;br /&gt;
&lt;br /&gt;
One command pod appears in every crashed UFO mission. They do not move or patrol.&lt;br /&gt;
&lt;br /&gt;
Before the first [[Missions (Long War)#Alien Base Assault|Alien Base Assault]], all Command pods are led by [[Alien Life Forms (Long War)#Outsider|Outsiders]], and most Command pods except for large UFOs are staffed exclusively by Outsiders (Thin Men can appear in some cases if the Command pod for a UFO has 3 or more aliens). Afterwards, Command pods for all UFOs except Scouts and Fighters are led either by [[Alien Life Forms (Long War)#Sectoid Commander|Sectoid Commanders]] or, following the collection of the [[Alien Artifacts (Long War)#Story_related_items|Ethereal Device]], [[Alien Life Forms (Long War)#Ethereal|Ethereals]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
! colspan=4 | Command Pods&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Command Pod&amp;lt;br&amp;gt;Leaders (#1)&lt;br /&gt;
! colspan=3 | Supporting Aliens (#2 to #6)&lt;br /&gt;
|-&lt;br /&gt;
! Generic (#2 to #6)&lt;br /&gt;
! Adjutant (#4 to #6)&amp;lt;br&amp;gt;10% per alien, Max 1&lt;br /&gt;
! Navigators (#3 to #6)&amp;lt;br&amp;gt;30% per alien, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider&lt;br /&gt;
| Outsider 67%&amp;lt;br&amp;gt;Thin Men 33%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Outsider 50%&amp;lt;br&amp;gt;Sectoid 50%&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| Mechtoid 50%&amp;lt;br&amp;gt;Outsider 50%&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 67%&amp;lt;br&amp;gt;Heavy Floater 33%&lt;br /&gt;
| Ethereal&lt;br /&gt;
| Muton Elite 50%&amp;lt;br&amp;gt;Mechtoid 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXALT Pods====&lt;br /&gt;
&lt;br /&gt;
All pods led by an EXALT leader, whether they are in EXALT missions or mid-to-lategame Terror pods, follow this structure. A given EXALT pod leader usually has a 25% chance to be an Operator, Heavy, Sniper, or Medic, though some leaders are fixed as Operators in certain early game EXALT missions. Note that the generic support type for EXALT Elite Operatives changes when iMonth &amp;gt;= 6 (i.e. [[Alien Research (Long War)|Alien Research]] &amp;gt;= 168).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | EXALT Pods&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Pod Leaders&lt;br /&gt;
! colspan=3 | Supporting EXALT&lt;br /&gt;
|-&lt;br /&gt;
! Generic&lt;br /&gt;
! Adjutant&amp;lt;br&amp;gt;10% per support, Max 1&lt;br /&gt;
! Navigators&amp;lt;br&amp;gt;30% per support, Max 2&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| 50%: EXALT Heavy &amp;lt;br&amp;gt;50%: EXALT Sniper &lt;br /&gt;
|-&lt;br /&gt;
| EXALT Heavy&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Heavy&lt;br /&gt;
| 50%: EXALT Sniper&amp;lt;br&amp;gt;50%: EXALT Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Sniper&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Sniper&lt;br /&gt;
| 50%: EXALT Heavy&amp;lt;br&amp;gt;50%: EXALT Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Medic&lt;br /&gt;
| EXALT Operator&lt;br /&gt;
| EXALT Medic&lt;br /&gt;
| 50%: EXALT Heavy&amp;lt;br&amp;gt;50%: EXALT Sniper&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Operator&amp;lt;br&amp;gt;([[Alien Research (Long War)|AR]] &amp;gt;= 168: Elite Operator)&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Sniper&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Heavy&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Heavy&lt;br /&gt;
| 50%: EXALT Elite Sniper&amp;lt;br&amp;gt;50%: EXALT Elite Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Sniper&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Sniper&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Medic&lt;br /&gt;
|-&lt;br /&gt;
| EXALT Elite Medic&lt;br /&gt;
| EXALT Elite Operator&lt;br /&gt;
| EXALT Elite Medic&lt;br /&gt;
| 50%: EXALT Elite Heavy&amp;lt;br&amp;gt;50%: EXALT Elite Sniper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Geoscape==&lt;br /&gt;
&lt;br /&gt;
Aliens begin the invasion by taking over a target country to establish a base of operations, choosing a random continent that is not the same as the players starting continent and then choosing a random country in said continent. At some point in March of the first year, the chosen country will inexplicably leave XCOM, seemingly without warning; in reality, the aliens launched a large-scale operation called an [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] mission in which they capture and control the local leadership, setting up a [[Alien_Deployment_(Long_War)#Alien_Bases|Base]] to project their influence and coordinate operations. To prevent further Infiltration missions, XCOM will have to maintain a constant pressure over the aliens in the coming months, denying the aliens success in their ground and air operations so that they view XCOM as a more important [[Threat_(Long_War)|Threat]], or denying and starving the aliens of [[Alien_Resources_(Long_War)|Resources]]; either is sufficient to prevent aliens from capturing countries instantly, though XCOM will still have to deal with the spread of [[Panic_(Long_War)|panic]] which, if allowed to reach critical levels, provides aliens with a window to capture countries smoothly and easily without the use of the relatively expensive Infiltration mission.&lt;br /&gt;
&lt;br /&gt;
===Air Operations===&lt;br /&gt;
:&#039;&#039;Main article: [[Alien Missions (Long War)]]&lt;br /&gt;
&lt;br /&gt;
The Aliens conduct various [[Alien_Missions_(Long_War)|UFO missions]] in the air to achieve their nefarious ends and support their invasion effort. Missions are planned monthly, at the start of the month, and take into consideration [[Alien_Resources_(Long_War)|Alien Resources]] and the [[Threat_(Long_War)|Threat Level]] the aliens perceive XCOM to represent. Damaging, shooting down, destroying and/or raiding UFOs is one of few means of denying &amp;amp; depriving the aliens of resources; ironically, doing so also increases threat, so XCOM always finds itself caught between protecting countries from a surge in alien resources and protecting itself from a surge in perceived threat.&lt;br /&gt;
&lt;br /&gt;
The Aliens primary strategy is to invade and take over the globe; they perform this by capturing countries, tending to focus on those adjacent to their existing holdings first before expanding outward to other continents. This tendency is governed primarily by an RNG that is biased towards focusing efforts on the highest [[Panic_(Long_War)|Panic]] countries (see [[Alien Deployment (Long War)#Strategic Target|Strategic Target]], below), though there is always a possibility of another target being chosen. [[Alien_Missions_(Long_War)#Bomb|Bombing runs]] and [[Alien_Missions_(Long_War)#Terrorize_Populace|Terror missions]] are used to spread [[Panic_(Long_War)|Panic]] to targeted countries to allow the aliens a window to infiltrate and control the local leadership and then install a [[Alien_Deployment_(Long_War)#Alien_Bases|base]]; with enough [[Alien_Resources_(Long_War)|resources]], however, the aliens will attempt [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] missions to capture countries directly regardless of panic levels.&lt;br /&gt;
&lt;br /&gt;
The Aliens will attempt to [[Alien_Missions_(Long_War)#Scout|Scout]] out and then [[Alien_Missions_(Long_War)#Hunt|Hunt]] down satellites to deny XCOM their primary means of engaging UFOs, with the RNG biased towards protecting their own bases from being raided before striking at XCOM-controlled airspace to deny XCOM air superiority. The Aliens&#039; available intelligence on XCOM satellites is abstracted somewhat: they will spend their monthly [[Alien_Missions_(Long_War)#Hunt|Hunt]] missions - representing satellites they&#039;ve located through other means - to strike at XCOM satellites directly; conversely, they&#039;ll spend their monthly [[Alien_Missions_(Long_War)#Scout|Scout]] missions to try and locate satellites, spawning an additional [[Alien_Missions_(Long_War)#Hunt|Hunt]] mission over and above their monthly supply if the mission is successful. Where they are Scouting or Hunting is completely random, though they will always run the designated missions in countries with a Satellite over them.&lt;br /&gt;
&lt;br /&gt;
If the Aliens consider XCOM a large enough threat, they will begin to focus their efforts on [[Alien_Missions_(Long_War)#Retaliation|sabotaging XCOM operations directly]]. Above-average resources and threat is sufficient grounds to get them to send a ground team after your [[Missions_(Long_War)#XCOM_Air_Base_Defense|Interceptor Bases]], though they&#039;ll only start doing so once XCOM has built it&#039;s first [[Air_Combat_(Long_War)#Aircraft|Firestorm]]. They&#039;ll even initiate an [[Missions_(Long_War)#XCOM_Base_Defense|assault on XCOM Headquarters]] directly, though this requires a few months of maximum threat and resources to get the aliens to take such drastic &amp;amp; costly measures. High threat will also increase the likelihood that the Aliens will attempt to [[Threat (Long War)#Trap UFOs|ambush]] XCOM ground forces by sending a larger contingent of aliens to a given landed UFO than normal, though keep in mind that only UFOs that have &#039;&#039;successfully&#039;&#039; landed can be traps.&lt;br /&gt;
&lt;br /&gt;
The Aliens also run various missions across the globe to support their invasion efforts: [[Alien_Missions_(Long_War)#Research|Research]] missions to give their [[UFOs_(Long_War)|air]] and [[Alien_Life_Forms_(Long_War)|ground]] forces a statistical edge in combat and [[Alien_Missions_(Long_War)#Harvest|Harvest]] missions to increase their supply of [[Alien_Resources_(Long_War)|Resources]] so that they can field more missions and more powerful UFOs. Denying the Aliens the ability to do either helps in the long term, though the need to respond is not as dire as it is for other missions. On top of that, at high enough threat, the Aliens will often try to avoid XCOM-controlled countries when harvesting resources, though being forced to choose less optimal sites reduces the return. Lastly, Aliens will also conduct [[Alien_Missions_(Long_War)#Abduction|Abduction]] missions - for nebulous and mysterious reasons that may tie in with their overall purpose for invasions. Abduction missions don&#039;t particularly help the aliens or hurt XCOM, though failing to respond to them will still spread panic.&lt;br /&gt;
&lt;br /&gt;
===Abduction Difficulty===&lt;br /&gt;
&lt;br /&gt;
[[Missions (Long War)#Abduction|Abduction]] difficulty can be 0 (light), 1 (medium), 2 (heavy), or 3 (swarming).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;base difficulty rating&#039;&#039; is 0 or 1 (randomly determined, with a 50% possibility for each). If [[Alien Research (Long War)|Alien Research]] &amp;gt; 210, add an additional random 0 or 1 (again, 50% for each). In total, that&#039;s 25% for 0, 50% for 1, and 25% for 2.&lt;br /&gt;
&lt;br /&gt;
This base value is modified by the Act the game is currently in. You can easily tell what act the game is in by noting the background music change in the HQ.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Act&lt;br /&gt;
! Trigger&lt;br /&gt;
! Mod&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=SvMN89NSFb0 Act 1]&lt;br /&gt;
| Start of the game&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=T6bXcD0VBzI Act 2]&lt;br /&gt;
| Interrogate first Alien&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=klE6VqLGNP0 Act 3]&lt;br /&gt;
| After [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base value is also modified by the [[Panic (Long War)|panic]] level of the target country:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Panic&lt;br /&gt;
! Mod&lt;br /&gt;
|-&lt;br /&gt;
| 0-19&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 20-39&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 40-59&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 60-79&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 80-99&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Finally, the difficulty rating is clamped to between 0 (light) and 3 (swarming).&lt;br /&gt;
&lt;br /&gt;
===Alien Bases===&lt;br /&gt;
As the Aliens expand their coverage over the globe, they install &#039;&#039;&#039;Bases&#039;&#039;&#039; to exert pressure and psionic control over the local governments. Where XCOM fails to present itself as an adequate [[Threat_(Long_War)|threat]] and given a surge in [[Alien_Resources_(Long_War)|resources]], the Aliens will [[Alien_Missions_(Long_War)#Infiltrate|capture]] target countries directly with a large scale military operation; that said, a country too busy managing it&#039;s own [[Panic_(Long_War)#Country_Defection|panicking]] citizens due to unchecked alien activity will effectively hand itself over on a silver platter. Regardless of the method, the country will withdraw from the Council, and soon an &#039;&#039;&#039;Alien Base&#039;&#039;&#039; will be constructed on the target country to cement their foothold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Bases&#039;&#039;&#039; provide aliens with a selection of benefits:&lt;br /&gt;
&lt;br /&gt;
#They exert control over a target country, preventing it from returning to the XCOM project while the base is intact. Captured countries will no longer provide XCOM [[The_Council_(Long_War)#Funding|funding]] &amp;amp; will not make requests to the Council; as a consequence, XCOMs means of acquiring additional income &amp;amp; personnel is disrupted. Finally, XCOM will be deprived of any country &amp;amp; continent bonuses associated with the given country, though XCOMs starting country bonus (if the aliens manage to capture XCOMs starting country) will not be removed.&lt;br /&gt;
#They provide the Aliens a monthly supply of [[Alien_Research_(Long_War)#Bonus Research|Bonus Research]], which steadily increases the capabilities of their air and ground forces. More research means more [[Alien_Life_Forms_(Long_War)|alien types]] and higher-leveled aliens, as well as more powerful [[UFOs_(Long_War)|UFOs]].&lt;br /&gt;
#They provide the Aliens with a steady supply of [[Alien_Resources_(Long_War)|Resources]], which allows them to run more dangerous [[Alien_Missions_(Long_War)|air operations]] more frequently &amp;amp; using more powerful [[UFOs_(Long_War)|UFOs]].&lt;br /&gt;
&lt;br /&gt;
To rob the aliens of these benefits, these bases [[Missions_(Long_War)#Alien_Base_Assault|can be assaulted]], though locating them requires progressing far enough through the main research path to research [[Research_(Long_War)#Xenology|Alien Operations]] and unlock production of the [[Alien Artifacts (Long War)#Story related items|Skeleton Key]] (as per vanilla), as well as installing a [[Air Combat (Long War)#Aircraft|Satellite]] over the target country. However, unlike vanilla, multiple bases can be assaulted per playthrough (one for each country that leaves the XCOM project); in fact, doing so returns the country to the fold and allows it to resume its funding and make requests.&lt;br /&gt;
&lt;br /&gt;
===Strategic Target===&lt;br /&gt;
&lt;br /&gt;
For some [[Alien Missions (Long War)|UFO sorties]], including UFOs conducting [[Alien Missions (Long War)#Terrorize|Terror attacks]], [[Alien Missions (Long War)#Bomb|Bombing campaigns]], and [[Alien Missions (Long War)#Infiltrate|Infiltration missions]] the aliens select a &amp;quot;strategic target&amp;quot; from among those countries that are geographically adjacent to existing alien bases, prioritizing those with the highest panic.&lt;br /&gt;
&lt;br /&gt;
[[File:Council Adjacency Diagram (Long War).png]]&lt;br /&gt;
&lt;br /&gt;
The above diagram shows all adjacencies. Every time the aliens select a strategic target, they select the three countries with the most panic from among a list of &#039;&#039;all&#039;&#039; countries adjacent to &#039;&#039;any&#039;&#039; alien base. &lt;br /&gt;
&lt;br /&gt;
The strategic target selected is:&lt;br /&gt;
:90% of the time: The country with the most panic&lt;br /&gt;
:5% of the time: The country with the second-most panic&lt;br /&gt;
:5% of the time: The country with the third-most panic&lt;br /&gt;
&lt;br /&gt;
This random selection is performed for &#039;&#039;each&#039;&#039; individual UFO sortie and is calculated at the beginning of the month when the mission is scheduled.&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=119251</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=119251"/>
		<updated>2024-06-17T05:11:54Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|67}}&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 fighters, 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 [[Research_(Long_War)#UFO_Analysis|UFO Analysis]] research project will become available after raiding a crashed or landed UFO, one for each type of UFO. Once this Analysis project is completed, your Interceptors will gain +10% damage against the matching UFO type (and you&#039;ll recover +20% more salvage from it too), providing your air force a better chance of taking down UFOs of the same type in future (and for better rewards).&lt;br /&gt;
&lt;br /&gt;
Alien crew is subject to [[Alien Deployment (Long War)#Overflow and Pruning|Pod Overflow and Pruning rules]]; in short, if there are too many aliens to fit in the number of available pods, additional aliens are discarded. Conversely, if this is not the case, the game may randomly use fewer than the maximum number of pods, compacting the aliens into fewer pods. This process does not apply to the Bonus pods.&lt;br /&gt;
&lt;br /&gt;
Note that some missions require alien [[Alien_Resources_(Long_War)|resource]] levels or [[Alien_Research_(Long_War)|research]] to be at particular levels for powerful UFOs to be fielded. Frequently, as alien research increases, the required resource levels to field a given UFO may decrease; these instances are noted with the following color scheme:&lt;br /&gt;
&lt;br /&gt;
:If [[Alien_Research_(Long_War)|Alien Research]] &amp;gt; 0, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; of their base required [[Alien_Resources_(Long_War)|resources]].&lt;br /&gt;
:If [[Alien_Research_(Long_War)|Alien Research]] &amp;gt; 360, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; of required [[Alien_Resources_(Long_War)|resources]].&lt;br /&gt;
:If [[Alien_Research_(Long_War)|Alien Research]] &amp;gt; 720, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required [[Alien_Resources_(Long_War)|resources]].&lt;br /&gt;
&lt;br /&gt;
For more information on the missions UFOs are sent on, see the page on [[Alien Missions (Long War)|UFO Sorties]].&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 750 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 225 [[Alien_Resources_(Long_War)|resources]]; generates +10-14 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 5-11 &#039;&#039;Crash&#039;&#039;, 9-11 &#039;&#039;Landing&#039;&#039;, or 20-23 &#039;&#039;Trap&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039; or &#039;&#039;Landing&#039;&#039;, 3 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter; use [[Air Combat (Long War)#Interceptor Weapons|Avalanche Missiles]] to down them efficiently. They will start appearing right from the start of a campaign 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; expect to have to send 2-3 interceptors after Scouts on Aggressive, at least in the early months when Interceptor accuracy and damage is low. Once you get [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], you can safely switch to Defensive Stance; Laser Cannons are enough of a firepower upgrade that you can down Scouts in fewer Interceptions on Defensive that an Avalanche can on Aggressive, and you&#039;ll take significantly less damage from enemy UFOs. Following this, you can use Scouts to train up your low-kill pilots; each pilot gains +3% accuracy (max +30%) and +1% damage (no cap) per kill, so try to hit 10 with as many different pilots as you can.&lt;br /&gt;
&lt;br /&gt;
Although they give very little in terms of alloys and elerium, crashed Scouts offer a great opportunity to train up rookie soldiers throughout the early months, due to the extremely low number of aliens encountered. Furthermore, the presence of certain high level enemies (in this case, the guaranteed Outsider pod) grants the squad bonus XP; this is just enough to grant PFCs a level to Specialist without needing to obtain any kills, assuming no soldiers die on the mission. During the mid and lategame you can use crashed Scouts as a safe method of capturing alien captives, farming multiple meld cannisters at low risk, and training up lower level soldiers. Just remember that tough aliens can still appear randomly on any mission, so make sure your squad has a good enough alpha strike. For landed Scouts, keep in mind the chances of a [[Threat_(Long_War)#Trap UFO|Trap UFO]] and prepare your squad accordingly.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 330: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 850 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 60%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Always in pool&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 3-9 &#039;&#039;Crash&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Fighters can be distinguished from Scouts by the purple strobe emanating from their hologlobe signature. They can appear in the first month if you fail to shoot down a Scout, but are guaranteed to start appearing in the second and subsequent months trying to [[Alien Missions (Long War)#Hunt|shoot down your satellites]]. They have slightly more health and significantly more armor than Scouts; enough armor, in fact, to make [[Air Combat (Long War)#Interceptor Weapons|Stingray Missiles]] the optimal choice in the early months, at least until you acquire [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]]. Unlike the Scout, the Fighter poses a more serious threat to interceptors, not only due to its higher base armor penetration but also because it gains significantly more damage as it&#039;s research progresses, gaining a second Plasma Cannon after the first year is nearly complete. Engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] on Aggressive Stance, or [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] (if you have them) on Defensive Stance. A Fighter in high orbit will be [[Alien Missions (Long War)#Hunt|targeting your satellites]], and if successful you&#039;ll have to pay §200 to replace it; try to down it, or at least deal 50% damage to it to prevent it from succeeding. Conversely, a Fighter flying NoE will be [[Alien Missions (Long War)#Bomb|bombing cities]]; allowing it to complete its run unmolested will spike panic by 10 in a target country, but you can reduce this by dealing damage (or negate it entirely if you shoot it down).&lt;br /&gt;
&lt;br /&gt;
Fighters never land and must be shot down for alien materials to be salvaged. They also have significantly less aliens overall than Scouts, with as few as 4 total; a crashed Fighter in March or April is a perfect opportunity to train up a bunch of rookies, so long as you&#039;re prepared for the [[Alien Life Forms (Long War)#Outsider|Outsider]]. For mid-to-late game, crashed Fighters are an easy way to secure 2-3 meld cannisters: bring enough Motion Trackers, Battle Scanners, SMGs, and high mobility troops and spread your squad out so you can collect them all.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 570: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;36&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +5 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 125 [[Alien_Resources_(Long_War)|resources]]; generates +17-20 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;, 16-20 &#039;&#039;Landing&#039;&#039;, or 32-36 &#039;&#039;Trap&#039;&#039;; also, +4 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;, 3 Soldier &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command]] pod of 2 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFOs can start appearing during the latter half of the first month, in place of either Fighters or Scouts. Tougher and better armored than the Scout, the Raider serves a similar purpose, though their higher armor penetration puts you at much greater risk of losing Interceptors to critical hits. Several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will typically stick around long enough to be engaged by the 3-4 interceptors you&#039;ll likely need to down it in the early game. Both [[Air Combat (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles are equally as bad against this UFO, though Stingrays are much less variable. A [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]] provides improved performance over both Stingray and Avalanche, while also being about as good as either against Fighters and Scouts, making it a decent bridge option to outfit your air force with. But the best counter for early Raiders, as well as Scouts and Fighters, is [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]].&lt;br /&gt;
&lt;br /&gt;
Raiders are a good way to gather alloys and elerium, as the crew contingent is rather small on crashes. You should be quite careful during landings, however, due to the risk of [[Threat_(Long_War)#Trap UFO|traps]].&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long_War)|AR]] &amp;gt; 270: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 75% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +25%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1600 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 90% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +70%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]] &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]] &lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;; also, +4 aliens at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors and roughly fills a similar role to the Fighter. Satellite-hunting Destroyers can potentially appear as early as mid-May, though they sometimes may be seen conducting bombing campaigns before then. They require a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on, as attempting to do so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks. You can prevent the aliens from fielding them much in the early and mid game if you do a good job shooting down or assaulting all of the Scouts, Fighters, and Raiders that appear, as well as assaulting any larger UFOs that land; this will keep [[Alien Resources (Long War)|alien resources]] low enough that Destroyers won&#039;t be available.&lt;br /&gt;
&lt;br /&gt;
As the Destroyer is well-armored, [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] (with the [[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns Foundry project]]) or a [[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]] (with the [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project) should be used if available to allow a solo kill. If not, a couple of experienced pilots (8+ kills) armed with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] and [[Air Combat (Long War)#Modules|Aircraft Boosters]] (all three if you have it, but you can get away with just Boost and Aim if you have to) might be able to do the job instead. Mid-game [[Foundry (Long War)#Aerospace Improvements|Interceptor Upgrade Foundry Projects]] like Improved Avionics (+10% Interceptor Aim), UFO Countermeasures (-15% UFO Aim), and Penetrator Weapons (+25% Armor Penetration) are essential to ensuring swift and effective takedowns - once it&#039;s equipped with a &amp;quot;Double Plasma&amp;quot; (start of December at the very latest), you&#039;ll require Armored Fighters (+1000 Interceptor HP) as well so your Ravens don&#039;t get one shot killed by a critical hit, but of course it helps to have it even earlier than that.&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 Raider: a high-value target to raid for the elerium values of a Transport, and only the enemy numbers of a Raider. Plus, they contain few aliens, barely more than a crashed Scout, so once you&#039;ve progressed enough to start downing them semi-reliably you can usually take the opportunity to rush around for the meld canisters as well.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 2500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 200%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 48 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: Always conducts this sortie.&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (Air Base)|Retaliation (Air Base)]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Command Overwatch|Command Overwatch]]: Always performs this sortie.&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 15&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier, 1 Terror, 1 Command&lt;br /&gt;
&lt;br /&gt;
Overseers are stealth UFOs that can&#039;t be detected until the [[Hyperwave Relay (Long War)|Hyperwave Relay]] is built. They are roughly tied with the Battleship as the hardest to shoot down. It&#039;s got good armaments (comparable to an Assault Carrier or late game large UFOs); is extremely well-armored; and most importantly, blindingly fast, giving you an extremely small engagement window and making it difficult for your Interceptors to chase around pursue on the hologlobe. Plus, you can&#039;t take it down with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], so your pilots will have 15% less aim than what you&#039;ve been used to for for most of the midgame. An experienced (10+ kill) Firestorm pilot on Balanced stance with an [[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]] or [[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]], all three modules used, and all of the major [[Foundry (Long War)#Aerospace Improvements|Interceptor-boosting Foundry Projects]] can take it down. Notably, Elerium Afterburners and Boost modules are crucial here, each adding +33% engagement time on your Firestorms (or +50% to Ravens, but you won&#039;t be able to down it with them).&lt;br /&gt;
&lt;br /&gt;
Overseers never land; they must be shot down for alien materials to be salvaged, and at least one Overseer is required to be downed in order to recover the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] and unlock the Temple Ship assault. One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers, although they can provide the large amounts of elerium needed to build most of the lategame tech.&lt;br /&gt;
&lt;br /&gt;
All Overseers have the following forces:&lt;br /&gt;
&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 4 supporting aliens.&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 3 supporting aliens.&lt;br /&gt;
:1 Terror Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Sectopod|Sectopod]] leader, with 2 supporting aliens.&lt;br /&gt;
:1 Command Pod led by an [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Ethereal|Ethereal]] leader, with 2 supporting aliens.&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 10%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 4000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 150%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;125&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +8 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Abduction|Abduction]]: Always inserts ground forces for this sortie.&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 3-5 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly directly towards a country, immediately generating either a [[Missions (Long War)#UFO Landing Site|Landing]] or [[Missions (Long War)#Alien Abductions|Abduction]] mission. You won&#039;t be able to take these on during the early stages of the war. They&#039;re heavily armored, so you&#039;ll need multiple veteran (10+ kill) pilots with lots of armor penetration stacking to take one on: the Penetrator Weapons Foundry project (+25% armor penetration) is mandatory, and then either Phoenix Cannons with the Phoenix Coilgun Foundry Project, or Laser Cannons with the Supercapacitors Foundry project, plus generous [[Air Combat (Long War)#Modules|Aircraft Booster module]] usage. A single veteran pilot in a [[Air Combat (Long War)#Aircraft|Firestorm]] can also do the job, thanks to its significantly increased armor penetration and longer engagement window.&lt;br /&gt;
&lt;br /&gt;
That being said, it is never necessary to shoot down Abductors, as they will not [[Alien Missions (Long War)#Hunt|go after satellites]] or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are exclusively used for either [[Alien Missions (Long War)#Abduction|Abduction]] or [[Alien Missions (Long War)#Research|Research]] missions, both of which allow you to thwart its mission with a ground assault. It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission. 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: if you&#039;re going to take one down, you&#039;ll have to go all in with boosters. 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 there is some strategic value in doing so, e.g. you you&#039;re short on alloys and elerium (not cash), or you want to [[Alien Resources (Long War)#Cost of Repairing / Replacing UFOs|cost the aliens resources]] to rebuild the UFO.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 75 [[Alien_Resources_(Long_War)|resources]]; generates +27-30 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions (Long War)#Alien Base Assault|ABA]]) / 3-5 aliens (after [[Missions (Long War)#Alien Base Assault|ABA]])&amp;lt;br&amp;gt;&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. Furthermore, these UFOs always land to gather materials, so any time you see one you can just assault it after it lands and enjoy much better salvage than you would for a crash. During the early months this can be extremely difficult, but if successful, you gain large amounts of alien artifacts while disrupting the aliens own [[Alien Resources (Long War)|resource-gathering]] endeavors. This limits their ability to field powerful UFO types against your Satellites (e.g. Destroyers, Battleships) and limits the number of aggressive missions (e.g. Research, Terror, Bomb, Hunt, Retaliate) they can field against you. However, this will also reduce the meld rewards received per canister.&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 mission: don&#039;t worry. The large quantities of elerium and alloys, as well as the intact [[Alien Artifacts (Long War)#Alien devices|Power Sources]] and [[Alien Artifacts (Long War)#Alien devices|Flight Computers]] will probably be more useful to secure; no need to risk an entire squad wipe rushing through for 2-3 meld canisters and accidentally pull 30 aliens down on you all at once.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|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; 5000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 160%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: always in pool; generates +37-40 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: always assists in this sortie&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% if [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge from vanilla, but it has even heavier armor and packs some pretty formidable weaponry. The vast majority of Transports are landing to harvest [[Alien_Resources_(Long_War)|resources]], and tend to show up often when aliens are resource starved, such as in the very first month or when you&#039;re doing a very good job in the midgame constantly shooting down every UFO they field. You will likely never see a Transport that doesn&#039;t land, unless you&#039;re losing the campaign rather badly and leaving the aliens free to launch [[Alien Missions (Long War)#Infiltrate|Infiltration]] missions, which instantly force a target country to leave the XCOM project regardless of its current panic levels.&lt;br /&gt;
&lt;br /&gt;
Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens [[Alien Resources (Long War)|resources]] for their [[Alien Missions (Long War)|UFO sorties]]. And if you continue to keep the aliens on the back foot, they won&#039;t be able to field powerful UFOs like Destroyers or Battleships that often (if at all) to conduct [[Alien Missions (Long War)#Bomb|bombing campaigns]] or [[Alien Missions (Long War)#Hunt|hunt down your Satellites]], allowing you to snowball even further. But always keep in mind that enemy troop counts are substantial with landed larges and that good cover is quite sparse. Find a good spot to sit tight, eliminate as many patrolling pods as you can with overwatch ambushes, and then move through the map carefully and systematically destroying one pod at a time, leaving the command pod for last. The 6 Overseer Command pod can be decidedly lethal to an unprepared, low-level squad by itself, let alone if there are multiple other surviving pods it can call in as reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single 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; 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;250&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;180&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +10 [[Alien_Research_(Long_War)|research]] for the aliens &lt;br /&gt;
:[[Alien Missions (Long War)#Terrorize|Terrorize]]: Always assists in this sortie&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Structurally identical to Transport (albeit with different armaments), you may encounter these in high-panic continents, but won&#039;t be able to take them on until lategame. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (Long War)#Assault Carrier|Assault Carrier]]. Shooting down the Terror Ship won&#039;t stop the Terror mission, but it does give you a large chunk of salvage and cost the aliens [[Alien Resources (Long War)|resources]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
In either case, shooting one down is neither necessary nor easy, and typically something you only consider while snowballing. If you want to try on a Raven, you&#039;ll need a veteran (10+ kill) pilot with at minimum a Phoenix Cannon upgraded with not just the Phoenix Coilguns Foundry Project and a full assortment of boosters but also all the notable Interceptor Combat Foundry upgrades unlocked via [[Research_(Long_War)#Materials_and_Aerospace|Advanced Aerospace Concepts]] including Penetrator Weapons, Improved Avionics, Wingtip Sparrowhawks, Armored Fighters, etc. Firestorms make it significantly easier, and a Phoenix Cannon + Phoenix Coilguns or a Laser Cannon + the Supercapacitors Foundry project and minimal other upgrades will do.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; ???: 2x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 90%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 8000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 140%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], [[Alien Artifacts (Long War)#Alien devices|6x UFO Flight Computers]], [[Alien Artifacts (Long War)#Alien devices|2x Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Terrorize|Terrorize]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (XCOM HQ)|Retaliation (XCOM HQ)]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +?? [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360), or 38 &#039;&#039;Land&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &amp;amp; 5 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&lt;br /&gt;
&lt;br /&gt;
A less armored variant of the Battleship, it sacrifices some durability and armaments to allow it to rapidly unload large quantities of troops for large-scale ground operations. For the vast majority of the game, you won&#039;t be able to shoot these down, and will be powerless to stop any [[Missions_(Long_War)#Terror_Site|Terror Missions]] or [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] missions it spawns. It can land, however, but only if the aliens have extremely high resources; this allows you the opportunity to come back in the late game if you have a particularly disastrous series of months and the aliens surge ahead in resources, as well as if a campaign stretches into year 3 and aliens monthly resource income snowballs high enough.&lt;br /&gt;
&lt;br /&gt;
It has moderately less firepower than a Battleship, and noticeably less durability than both a Battleship and an Overseer. Ultimately, it offers the same rewards for shooting it down at less risk to your Interceptors, and is generally responsible for some of the most dangerous and difficult missions of the game: shooting it down means replacing that tough mission with a significantly less difficult one. A [[Air Combat (Long War)#Aircraft|Firestorm]] on Balanced stance, crewed by a top pilot (10+ kills) with the full assortment of Interceptor-boosting Foundry projects, including either Supercapacitors to boost the Laser Cannons damage or Phoenix Coilguns to boost Phoenix Cannon damage, as well as all three Aircraft Booster modules, could potentially shoot one down in a single attempt. In the late game while you&#039;re waiting to tech into Plasma and/or EMP, you could potentially avoid some Terror missions and XCOM Base Defense missions by shooting down the Assault Carrier before it can arrive at its destination, as well as potentially farm Fusion Cores for a Fusion Lance and/or Blaster Launcher. If your Firestorms are armed with Plasma, EMP, or Fusion weaponry instead, it becomes very easy to close out the game by reliably downing these.&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Fusion Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 9000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 180%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 6x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 2x [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;225&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;162&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]] &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]]&lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;175&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;126&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;70&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: Always assists in this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (XCOM HQ)|Retaliation (XCOM HQ)]]: Always shoots down the satellite over your HQ&lt;br /&gt;
&#039;&#039;&#039;Alien Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360)&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 5 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&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, packed to the teeth with weaponry, and very frustrating to deal with when they appear; unlike all of the large UFO types, Battleships will never land. They&#039;ll spawn in place of Scouts, Fighters, Raiders and Destroyers to target your satellites or bomb countries, which means you either shoot them down or pay the price of panic or satellite replacement costs. That said, DON&#039;T engage them at any point except very late in the game when you have almost all possible Interceptor upgrades; you won&#039;t have any possibility of shooting it down, and they can even one-shot Interceptors without health and armor upgrades. All you can really do when one appears is watch powerlessly and hope you don&#039;t see another one any time soon.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Battleships may only be fielded in this manner if the aliens are snowballing (i.e. you do an extremely poor job shooting down their UFOs over a stretch of time or let them build and maintain too many [[Alien Deployment (Long War)#Alien Bases|bases]]), or you allow the campaign to stretch on well into the latter half of the second year and especially into the third. Conversely, if you&#039;re doing well or even just holding out decently well in the air, they&#039;ll almost never show up... except as a harbinger of arguably one of the most difficult missions of the entire campaign, the [[Missions (Long War)#XCOM Base Defense|XCOM HQ Base Defense]], where it will be used to shoot down the satellite over your starting country. This will allow the follow up Assault Carrier (which delivers the troops used in the mission) to land at your base undetected, potentially catching you by surprise as it triggers the mission without warning. Fortunately, this mission type is rare; see the [[Alien Missions (Long War)#Retaliate|UFO Missions page]] for details.&lt;br /&gt;
&lt;br /&gt;
Battleships can only realistically be taken down with 10+ kill pilots in Firestorms with Plasma/EMP Cannons (or Fusion Lances from downed Assault Carriers) with max Foundry upgrades and triple modules; 1 might work but 2 should guarantee it. Once you&#039;ve downed one, you can try and use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] within to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can finish the campaign more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
==Other UFO Statistics==&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&lt;br /&gt;
The values listed above are the salvage obtained from a landed UFO. Crash sites provide significantly less salvage. Each individual alien device has its own specific chance of surviving a crash site:&lt;br /&gt;
:25% per [[Alien Artifacts (Long War)#Alien devices|Flight Computer]]&lt;br /&gt;
:20% per [[Alien Artifacts (Long War)#Alien devices|Power Source]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Alien Surgery]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Stasis Tank]]&lt;br /&gt;
:50% per [[Alien Artifacts (Long War)#Alien devices|Alien Food]]&lt;br /&gt;
:100% per [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]&lt;br /&gt;
&lt;br /&gt;
Each UFO class allows for a base number of alloys when salvaged, but only a fraction of that survives the crash site.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Alloys]] recovered from a crash site: 30% to 45% of the base value&lt;br /&gt;
&lt;br /&gt;
[[Alien Artifacts (Long War)#Alien materials|Elerium]] rewards scale directly with the base number of [[Alien Artifacts (Long War)#Alien devices|Power Sources]] the UFO awards. The amount per [[Alien Artifacts (Long War)#Alien devices|Power Source]] is set by difficulty, but each destroyed [[Alien Artifacts (Long War)#Alien devices|Power Source]] takes with it some or all of the Elerium stored within.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] for an &#039;&#039;intact&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 35/30/25/25 on Normal/Classic/Brutal/Impossible&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered per &#039;&#039;destroyed&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 0% to 30% of base value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use of an EMP Cannon additively increases the amount of alloys salvaged and the chance that UFO devices survive the crash by 20%. The amount of elerium isn&#039;t improved by using an EMP Cannon, but since the survival rate of Power Sources is, you should still expect to see an increase in the amount of [[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered from crash sites.&lt;br /&gt;
&lt;br /&gt;
:Device Survival Chance: +20% (applied additively)&lt;br /&gt;
:Alloys Salvaged: 50% to 65%&lt;br /&gt;
&lt;br /&gt;
Since the chance of most devices surviving a crash is low (in the range of 20% to 30%), the additive increase to their survival chance is relatively significant, so using the EMP Cannon can nearly double the amount of devices awarded.&lt;br /&gt;
&lt;br /&gt;
===UFO Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 50%&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_(Long_War)|Alien Research]], to a maximum of +2400 HP, +256 damage, and +64% aim at 960 points. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
===UFO Armor vs Damage Penetration===&lt;br /&gt;
Raw formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Armor - Penetration; min 0%, max 95%&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as (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; 9000 base health (+75 per 30 alien research), 180% armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 110% pen, rate of fire 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-110=70%, actual damage per hit becomes 195, or a minimum of 47 hits per Battleship. Requiring an average of 117 seconds of firing to score 47 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 47 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, 150% pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-150=30%, actual damage per hit becomes 217, or a minimum of 44 hits per Battleship. Requiring an estimated of 79 seconds of firing to score 44 hits at 30% accuracy, RoF 0.55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 24 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, 130% pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-130=50%, actual damage per hit becomes 600, or a minimum of 13 hits per Battleship. Requiring an estimated of 53 seconds of firing to score 13 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 16 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
===UFO Bounties===&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack without generating a crash site. The amount is directly proportional to the amount the final blow overkilled the target by, compared to the UFO&#039;s max HP; for instance, knocking a UFO to -27% HP has a 27% chance of destroying it.&lt;br /&gt;
&lt;br /&gt;
When this happens, the Council pays a bounty, depending upon the UFO type. Additionally, a small amount of alloys is recovered. The exact amount of salvage is rolled randomly every time a UFO is destroyed, and each value in the range is equally likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | UFO || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Alloys Recovered (Average)&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or Fighter || §100 || 2-7 (4.5) || 2-5 (3.5)&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or Raider || §200 || 2-11 (6.5) || 2-7 (4.5)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or Harvester || §300 || 2-14 (8) || 2-9 (5.5)&lt;br /&gt;
|-&lt;br /&gt;
| Transport or Terror Ship || §500 || 2-17 (9.5) || 2-11 (6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or Assault Carrier || §750 || 2-21 (11.5) || 2-13 (7.5)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || §500 || 2-12 (7) || 2-8 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Alien Missions (Long War)|UFO Sorties]]&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=119250</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=119250"/>
		<updated>2024-06-17T05:04:08Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|67}}&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 fighters, 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 [[Research_(Long_War)#UFO_Analysis|UFO Analysis]] research project will become available after raiding a crashed or landed UFO, one for each type of UFO. Once this Analysis project is completed, your Interceptors will gain +10% damage against the matching UFO type (and +20% more salvage from it too), providing your air force a better chance of taking down UFOs of the same type in future (and for better rewards).&lt;br /&gt;
&lt;br /&gt;
Alien crew is subject to [[Alien Deployment (Long War)#Overflow and Pruning|Pod Overflow and Pruning rules]]; in short, if there are too many aliens to fit in the number of available pods, additional aliens are discarded. Conversely, if this is not the case, the game may randomly use fewer than the maximum number of pods, compacting the aliens into fewer pods. This process does not apply to the Bonus pods.&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 750 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 225 [[Alien_Resources_(Long_War)|resources]]; generates +10-14 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 5-11 &#039;&#039;Crash&#039;&#039;, 9-11 &#039;&#039;Landing&#039;&#039;, or 20-23 &#039;&#039;Trap&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039; or &#039;&#039;Landing&#039;&#039;, 3 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter; use [[Air Combat (Long War)#Interceptor Weapons|Avalanche Missiles]] to down them efficiently. They will start appearing right from the start of a campaign 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; expect to have to send 2-3 interceptors after Scouts on Aggressive, at least in the early months when Interceptor accuracy and damage is low. Once you get [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], you can safely switch to Defensive Stance; Laser Cannons are enough of a firepower upgrade that you can down Scouts in fewer Interceptions on Defensive that an Avalanche can on Aggressive, and you&#039;ll take significantly less damage from enemy UFOs. Following this, you can use Scouts to train up your low-kill pilots; each pilot gains +3% accuracy (max +30%) and +1% damage (no cap) per kill, so try to hit 10 with as many different pilots as you can.&lt;br /&gt;
&lt;br /&gt;
Although they give very little in terms of alloys and elerium, crashed Scouts offer a great opportunity to train up rookie soldiers throughout the early months, due to the extremely low number of aliens encountered. Furthermore, the presence of certain high level enemies (in this case, the guaranteed Outsider pod) grants the squad bonus XP; this is just enough to grant PFCs a level to Specialist without needing to obtain any kills, assuming no soldiers die on the mission. During the mid and lategame you can use crashed Scouts as a safe method of capturing alien captives, farming multiple meld cannisters at low risk, and training up lower level soldiers. Just remember that tough aliens can still appear randomly on any mission, so make sure your squad has a good enough alpha strike. For landed Scouts, keep in mind the chances of a [[Threat_(Long_War)#Trap UFO|Trap UFO]] and prepare your squad accordingly.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 330: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 850 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 60%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Always in pool&lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Always in pool&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 3-9 &#039;&#039;Crash&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Fighters can be distinguished from Scouts by the purple strobe emanating from their hologlobe signature. They can appear in the first month if you fail to shoot down a Scout, but are guaranteed to start appearing in the second and subsequent months trying to [[Alien Missions (Long War)#Hunt|shoot down your satellites]]. They have slightly more health and significantly more armor than Scouts; enough armor, in fact, to make [[Air Combat (Long War)#Interceptor Weapons|Stingray Missiles]] the optimal choice in the early months, at least until you acquire [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]]. Unlike the Scout, the Fighter poses a more serious threat to interceptors, not only due to its higher base armor penetration but also because it gains significantly more damage as it&#039;s research progresses, gaining a second Plasma Cannon after the first year is nearly complete. Engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] on Aggressive Stance, or [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] (if you have them) on Defensive Stance. A Fighter in high orbit will be [[Alien Missions (Long War)#Hunt|targeting your satellites]], and if successful you&#039;ll have to pay §200 to replace it; try to down it, or at least deal 50% damage to it to prevent it from succeeding. Conversely, a Fighter flying NoE will be [[Alien Missions (Long War)#Bomb|bombing cities]]; allowing it to complete its run unmolested will spike panic by 10 in a target country, but you can reduce this by dealing damage (or negate it entirely if you shoot it down).&lt;br /&gt;
&lt;br /&gt;
Fighters never land and must be shot down for alien materials to be salvaged. They also have significantly less aliens overall than Scouts, with as few as 4 total; a crashed Fighter in March or April is a perfect opportunity to train up a bunch of rookies, so long as you&#039;re prepared for the [[Alien Life Forms (Long War)#Outsider|Outsider]]. For mid-to-late game, crashed Fighters are an easy way to secure 2-3 meld cannisters: bring enough Motion Trackers, Battle Scanners, SMGs, and high mobility troops and spread your squad out so you can collect them all.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 570: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;36&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +5 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 125 [[Alien_Resources_(Long_War)|resources]]; generates +17-20 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;, 16-20 &#039;&#039;Landing&#039;&#039;, or 32-36 &#039;&#039;Trap&#039;&#039;; also, +4 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;, 3 Soldier &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command]] pod of 2 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFOs can start appearing during the latter half of the first month, in place of either Fighters or Scouts. Tougher and better armored than the Scout, the Raider serves a similar purpose, though their higher armor penetration puts you at much greater risk of losing Interceptors to critical hits. Several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will typically stick around long enough to be engaged by the 3-4 interceptors you&#039;ll likely need to down it in the early game. Both [[Air Combat (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles are equally as bad against this UFO, though Stingrays are much less variable. A [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]] provides improved performance over both Stingray and Avalanche, while also being about as good as either against Fighters and Scouts, making it a decent bridge option to outfit your air force with. But the best counter for early Raiders, as well as Scouts and Fighters, is [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]].&lt;br /&gt;
&lt;br /&gt;
Raiders are a good way to gather alloys and elerium, as the crew contingent is rather small on crashes. You should be quite careful during landings, however, due to the risk of [[Threat_(Long_War)#Trap UFO|traps]].&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long_War)|AR]] &amp;gt; 270: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 75% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +25%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1600 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 90% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +70%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]] &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]] &lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;; also, +4 aliens at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors and roughly fills a similar role to the Fighter. Satellite-hunting Destroyers can potentially appear as early as mid-May, though they sometimes may be seen conducting bombing campaigns before then. They require a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on, as attempting to do so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks. You can prevent the aliens from fielding them much in the early and mid game if you do a good job shooting down or assaulting all of the Scouts, Fighters, and Raiders that appear, as well as assaulting any larger UFOs that land; this will keep [[Alien Resources (Long War)|alien resources]] low enough that Destroyers won&#039;t be available.&lt;br /&gt;
&lt;br /&gt;
As the Destroyer is well-armored, [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] (with the [[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns Foundry project]]) or a [[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]] (with the [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project) should be used if available to allow a solo kill. If not, a couple of experienced pilots (8+ kills) armed with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] and [[Air Combat (Long War)#Modules|Aircraft Boosters]] (all three if you have it, but you can get away with just Boost and Aim if you have to) might be able to do the job instead. Mid-game [[Foundry (Long War)#Aerospace Improvements|Interceptor Upgrade Foundry Projects]] like Improved Avionics (+10% Interceptor Aim), UFO Countermeasures (-15% UFO Aim), and Penetrator Weapons (+25% Armor Penetration) are essential to ensuring swift and effective takedowns - once it&#039;s equipped with a &amp;quot;Double Plasma&amp;quot; (start of December at the very latest), you&#039;ll require Armored Fighters (+1000 Interceptor HP) as well so your Ravens don&#039;t get one shot killed by a critical hit, but of course it helps to have it even earlier than that.&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 Raider: a high-value target to raid for the elerium values of a Transport, and only the enemy numbers of a Raider. Plus, they contain few aliens, barely more than a crashed Scout, so once you&#039;ve progressed enough to start downing them semi-reliably you can usually take the opportunity to rush around for the meld canisters as well.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 2500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 200%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 48 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: Always conducts this sortie.&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (Air Base)|Retaliation (Air Base)]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Command Overwatch|Command Overwatch]]: Always performs this sortie.&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 15&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier, 1 Terror, 1 Command&lt;br /&gt;
&lt;br /&gt;
Overseers are stealth UFOs that can&#039;t be detected until the [[Hyperwave Relay (Long War)|Hyperwave Relay]] is built. They are roughly tied with the Battleship as the hardest to shoot down. It&#039;s got good armaments (comparable to an Assault Carrier or late game large UFOs); is extremely well-armored; and most importantly, blindingly fast, giving you an extremely small engagement window and making it difficult for your Interceptors to chase around pursue on the hologlobe. Plus, you can&#039;t take it down with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], so your pilots will have 15% less aim than what you&#039;ve been used to for for most of the midgame. An experienced (10+ kill) Firestorm pilot on Balanced stance with an [[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]] or [[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]], all three modules used, and all of the major [[Foundry (Long War)#Aerospace Improvements|Interceptor-boosting Foundry Projects]] can take it down. Notably, Elerium Afterburners and Boost modules are crucial here, each adding +33% engagement time on your Firestorms (or +50% to Ravens, but you won&#039;t be able to down it with them).&lt;br /&gt;
&lt;br /&gt;
Overseers never land; they must be shot down for alien materials to be salvaged, and at least one Overseer is required to be downed in order to recover the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] and unlock the Temple Ship assault. One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers, although they can provide the large amounts of elerium needed to build most of the lategame tech.&lt;br /&gt;
&lt;br /&gt;
All Overseers have the following forces:&lt;br /&gt;
&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 4 supporting aliens.&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 3 supporting aliens.&lt;br /&gt;
:1 Terror Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Sectopod|Sectopod]] leader, with 2 supporting aliens.&lt;br /&gt;
:1 Command Pod led by an [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Ethereal|Ethereal]] leader, with 2 supporting aliens.&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 10%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 4000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 150%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;125&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +8 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Abduction|Abduction]]: Always inserts ground forces for this sortie.&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 3-5 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly directly towards a country, immediately generating either a [[Missions (Long War)#UFO Landing Site|Landing]] or [[Missions (Long War)#Alien Abductions|Abduction]] mission. You won&#039;t be able to take these on during the early stages of the war. They&#039;re heavily armored, so you&#039;ll need multiple veteran (10+ kill) pilots with lots of armor penetration stacking to take one on: the Penetrator Weapons Foundry project (+25% armor penetration) is mandatory, and then either Phoenix Cannons with the Phoenix Coilgun Foundry Project, or Laser Cannons with the Supercapacitors Foundry project, plus generous [[Air Combat (Long War)#Modules|Aircraft Booster module]] usage. A single veteran pilot in a [[Air Combat (Long War)#Aircraft|Firestorm]] can also do the job, thanks to its significantly increased armor penetration and longer engagement window.&lt;br /&gt;
&lt;br /&gt;
That being said, it is never necessary to shoot down Abductors, as they will not [[Alien Missions (Long War)#Hunt|go after satellites]] or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are exclusively used for either [[Alien Missions (Long War)#Abduction|Abduction]] or [[Alien Missions (Long War)#Research|Research]] missions, both of which allow you to thwart its mission with a ground assault. It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission. 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: if you&#039;re going to take one down, you&#039;ll have to go all in with boosters. 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 there is some strategic value in doing so, e.g. you you&#039;re short on alloys and elerium (not cash), or you want to [[Alien Resources (Long War)#Cost of Repairing / Replacing UFOs|cost the aliens resources]] to rebuild the UFO.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: Aliens must have &amp;gt; 75 [[Alien_Resources_(Long_War)|resources]]; generates +27-30 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions (Long War)#Alien Base Assault|ABA]]) / 3-5 aliens (after [[Missions (Long War)#Alien Base Assault|ABA]])&amp;lt;br&amp;gt;&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. Furthermore, these UFOs always land to gather materials, so any time you see one you can just assault it after it lands and enjoy much better salvage than you would for a crash. During the early months this can be extremely difficult, but if successful, you gain large amounts of alien artifacts while disrupting the aliens own [[Alien Resources (Long War)|resource-gathering]] endeavors. This limits their ability to field powerful UFO types against your Satellites (e.g. Destroyers, Battleships) and limits the number of aggressive missions (e.g. Research, Terror, Bomb, Hunt, Retaliate) they can field against you. However, this will also reduce the meld rewards received per canister.&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 mission: don&#039;t worry. The large quantities of elerium and alloys, as well as the intact [[Alien Artifacts (Long War)#Alien devices|Power Sources]] and [[Alien Artifacts (Long War)#Alien devices|Flight Computers]] will probably be more useful to secure; no need to risk an entire squad wipe rushing through for 2-3 meld canisters and accidentally pull 30 aliens down on you all at once.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|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; 5000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 160%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Harvest|Harvest]]: always in pool; generates +37-40 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: always assists in this sortie&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% if [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge from vanilla, but it has even heavier armor and packs some pretty formidable weaponry. The vast majority of Transports are landing to harvest [[Alien_Resources_(Long_War)|resources]], and tend to show up often when aliens are resource starved, such as in the very first month or when you&#039;re doing a very good job in the midgame constantly shooting down every UFO they field. You will likely never see a Transport that doesn&#039;t land, unless you&#039;re losing the campaign rather badly and leaving the aliens free to launch [[Alien Missions (Long War)#Infiltrate|Infiltration]] missions, which instantly force a target country to leave the XCOM project regardless of its current panic levels.&lt;br /&gt;
&lt;br /&gt;
Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens [[Alien Resources (Long War)|resources]] for their [[Alien Missions (Long War)|UFO sorties]]. And if you continue to keep the aliens on the back foot, they won&#039;t be able to field powerful UFOs like Destroyers or Battleships that often (if at all) to conduct [[Alien Missions (Long War)#Bomb|bombing campaigns]] or [[Alien Missions (Long War)#Hunt|hunt down your Satellites]], allowing you to snowball even further. But always keep in mind that enemy troop counts are substantial with landed larges and that good cover is quite sparse. Find a good spot to sit tight, eliminate as many patrolling pods as you can with overwatch ambushes, and then move through the map carefully and systematically destroying one pod at a time, leaving the command pod for last. The 6 Overseer Command pod can be decidedly lethal to an unprepared, low-level squad by itself, let alone if there are multiple other surviving pods it can call in as reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single 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; 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;250&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;180&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +10 [[Alien_Research_(Long_War)|research]] for the aliens &lt;br /&gt;
:[[Alien Missions (Long War)#Terrorize|Terrorize]]: Always assists in this sortie&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Structurally identical to Transport (albeit with different armaments), you may encounter these in high-panic continents, but won&#039;t be able to take them on until lategame. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (Long War)#Assault Carrier|Assault Carrier]]. Shooting down the Terror Ship won&#039;t stop the Terror mission, but it does give you a large chunk of salvage and cost the aliens [[Alien Resources (Long War)|resources]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
In either case, shooting one down is neither necessary nor easy, and typically something you only consider while snowballing. If you want to try on a Raven, you&#039;ll need a veteran (10+ kill) pilot with at minimum a Phoenix Cannon upgraded with not just the Phoenix Coilguns Foundry Project and a full assortment of boosters but also all the notable Interceptor Combat Foundry upgrades unlocked via [[Research_(Long_War)#Materials_and_Aerospace|Advanced Aerospace Concepts]] including Penetrator Weapons, Improved Avionics, Wingtip Sparrowhawks, Armored Fighters, etc. Firestorms make it significantly easier, and a Phoenix Cannon + Phoenix Coilguns or a Laser Cannon + the Supercapacitors Foundry project and minimal other upgrades will do.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; ???: 2x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 90%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 8000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 140%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], [[Alien Artifacts (Long War)#Alien devices|6x UFO Flight Computers]], [[Alien Artifacts (Long War)#Alien devices|2x Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Terrorize|Terrorize]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (XCOM HQ)|Retaliation (XCOM HQ)]]: Always inserts ground forces for this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Research|Research]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]; generates +?? [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360), or 38 &#039;&#039;Land&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &amp;amp; 5 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&lt;br /&gt;
&lt;br /&gt;
A less armored variant of the Battleship, it sacrifices some durability and armaments to allow it to rapidly unload large quantities of troops for large-scale ground operations. For the vast majority of the game, you won&#039;t be able to shoot these down, and will be powerless to stop any [[Missions_(Long_War)#Terror_Site|Terror Missions]] or [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] missions it spawns. It can land, however, but only if the aliens have extremely high resources; this allows you the opportunity to come back in the late game if you have a particularly disastrous series of months and the aliens surge ahead in resources, as well as if a campaign stretches into year 3 and aliens monthly resource income snowballs high enough.&lt;br /&gt;
&lt;br /&gt;
It has moderately less firepower than a Battleship, and noticeably less durability than both a Battleship and an Overseer. Ultimately, it offers the same rewards for shooting it down at less risk to your Interceptors, and is generally responsible for some of the most dangerous and difficult missions of the game: shooting it down means replacing that tough mission with a significantly less difficult one. A [[Air Combat (Long War)#Aircraft|Firestorm]] on Balanced stance, crewed by a top pilot (10+ kills) with the full assortment of Interceptor-boosting Foundry projects, including either Supercapacitors to boost the Laser Cannons damage or Phoenix Coilguns to boost Phoenix Cannon damage, as well as all three Aircraft Booster modules, could potentially shoot one down in a single attempt. In the late game while you&#039;re waiting to tech into Plasma and/or EMP, you could potentially avoid some Terror missions and XCOM Base Defense missions by shooting down the Assault Carrier before it can arrive at its destination, as well as potentially farm Fusion Cores for a Fusion Lance and/or Blaster Launcher. If your Firestorms are armed with Plasma, EMP, or Fusion weaponry instead, it becomes very easy to close out the game by reliably downing these.&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Fusion Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 9000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 180%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 6x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 2x [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;:&lt;br /&gt;
:[[Alien Missions (Long War)#Scout|Scout]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Hunt|Hunt]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;225&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;162&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]] &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]]&lt;br /&gt;
:[[Alien Missions (Long War)#Bomb|Bomb]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;175&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;126&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;70&amp;lt;/span&amp;gt; [[Alien_Resources_(Long_War)|resources]]&lt;br /&gt;
:[[Alien Missions (Long War)#Infiltrate|Infiltrate]]: Always assists in this sortie&lt;br /&gt;
:[[Alien Missions (Long War)#Retaliation (XCOM HQ)|Retaliation (XCOM HQ)]]: Always shoots down the satellite over your HQ&lt;br /&gt;
&#039;&#039;&#039;Alien Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360)&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 5 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&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, packed to the teeth with weaponry, and very frustrating to deal with when they appear; unlike all of the large UFO types, Battleships will never land. They&#039;ll spawn in place of Scouts, Fighters, Raiders and Destroyers to target your satellites or bomb countries, which means you either shoot them down or pay the price of panic or satellite replacement costs. That said, DON&#039;T engage them at any point except very late in the game when you have almost all possible Interceptor upgrades; you won&#039;t have any possibility of shooting it down, and they can even one-shot Interceptors without health and armor upgrades. All you can really do when one appears is watch powerlessly and hope you don&#039;t see another one any time soon.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Battleships may only be fielded in this manner if the aliens are snowballing (i.e. you do an extremely poor job shooting down their UFOs over a stretch of time or let them build and maintain too many [[Alien Deployment (Long War)#Alien Bases|bases]]), or you allow the campaign to stretch on well into the latter half of the second year and especially into the third. Conversely, if you&#039;re doing well or even just holding out decently well in the air, they&#039;ll almost never show up... except as a harbinger of arguably one of the most difficult missions of the entire campaign, the [[Missions (Long War)#XCOM Base Defense|XCOM HQ Base Defense]], where it will be used to shoot down the satellite over your starting country. This will allow the follow up Assault Carrier (which delivers the troops used in the mission) to land at your base undetected, potentially catching you by surprise as it triggers the mission without warning. Fortunately, this mission type is rare; see the [[Alien Missions (Long War)#Retaliate|UFO Missions page]] for details.&lt;br /&gt;
&lt;br /&gt;
Battleships can only realistically be taken down with 10+ kill pilots in Firestorms with Plasma/EMP Cannons (or Fusion Lances from downed Assault Carriers) with max Foundry upgrades and triple modules; 1 might work but 2 should guarantee it. Once you&#039;ve downed one, you can try and use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] within to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can finish the campaign more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
==Other UFO Statistics==&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&lt;br /&gt;
The values listed above are the salvage obtained from a landed UFO. Crash sites provide significantly less salvage. Each individual alien device has its own specific chance of surviving a crash site:&lt;br /&gt;
:25% per [[Alien Artifacts (Long War)#Alien devices|Flight Computer]]&lt;br /&gt;
:20% per [[Alien Artifacts (Long War)#Alien devices|Power Source]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Alien Surgery]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Stasis Tank]]&lt;br /&gt;
:50% per [[Alien Artifacts (Long War)#Alien devices|Alien Food]]&lt;br /&gt;
:100% per [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]&lt;br /&gt;
&lt;br /&gt;
Each UFO class allows for a base number of alloys when salvaged, but only a fraction of that survives the crash site.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Alloys]] recovered from a crash site: 30% to 45% of the base value&lt;br /&gt;
&lt;br /&gt;
[[Alien Artifacts (Long War)#Alien materials|Elerium]] rewards scale directly with the base number of [[Alien Artifacts (Long War)#Alien devices|Power Sources]] the UFO awards. The amount per [[Alien Artifacts (Long War)#Alien devices|Power Source]] is set by difficulty, but each destroyed [[Alien Artifacts (Long War)#Alien devices|Power Source]] takes with it some or all of the Elerium stored within.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] for an &#039;&#039;intact&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 35/30/25/25 on Normal/Classic/Brutal/Impossible&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered per &#039;&#039;destroyed&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 0% to 30% of base value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use of an EMP Cannon additively increases the amount of alloys salvaged and the chance that UFO devices survive the crash by 20%. The amount of elerium isn&#039;t improved by using an EMP Cannon, but since the survival rate of Power Sources is, you should still expect to see an increase in the amount of [[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered from crash sites.&lt;br /&gt;
&lt;br /&gt;
:Device Survival Chance: +20% (applied additively)&lt;br /&gt;
:Alloys Salvaged: 50% to 65%&lt;br /&gt;
&lt;br /&gt;
Since the chance of most devices surviving a crash is low (in the range of 20% to 30%), the additive increase to their survival chance is relatively significant, so using the EMP Cannon can nearly double the amount of devices awarded.&lt;br /&gt;
&lt;br /&gt;
===UFO Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 50%&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_(Long_War)|Alien Research]], to a maximum of +2400 HP, +256 damage, and +64% aim at 960 points. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
===UFO Armor vs Damage Penetration===&lt;br /&gt;
Raw formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Armor - Penetration; min 0%, max 95%&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as (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; 9000 base health (+75 per 30 alien research), 180% armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 110% pen, rate of fire 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-110=70%, actual damage per hit becomes 195, or a minimum of 47 hits per Battleship. Requiring an average of 117 seconds of firing to score 47 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 47 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, 150% pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-150=30%, actual damage per hit becomes 217, or a minimum of 44 hits per Battleship. Requiring an estimated of 79 seconds of firing to score 44 hits at 30% accuracy, RoF 0.55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 24 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, 130% pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-130=50%, actual damage per hit becomes 600, or a minimum of 13 hits per Battleship. Requiring an estimated of 53 seconds of firing to score 13 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 16 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
===UFO Bounties===&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack without generating a crash site. The amount is directly proportional to the amount the final blow overkilled the target by, compared to the UFO&#039;s max HP; for instance, knocking a UFO to -27% HP has a 27% chance of destroying it.&lt;br /&gt;
&lt;br /&gt;
When this happens, the Council pays a bounty, depending upon the UFO type. Additionally, a small amount of alloys is recovered. The exact amount of salvage is rolled randomly every time a UFO is destroyed, and each value in the range is equally likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | UFO || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Alloys Recovered (Average)&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or Fighter || §100 || 2-7 (4.5) || 2-5 (3.5)&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or Raider || §200 || 2-11 (6.5) || 2-7 (4.5)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or Harvester || §300 || 2-14 (8) || 2-9 (5.5)&lt;br /&gt;
|-&lt;br /&gt;
| Transport or Terror Ship || §500 || 2-17 (9.5) || 2-11 (6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or Assault Carrier || §750 || 2-21 (11.5) || 2-13 (7.5)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || §500 || 2-12 (7) || 2-8 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Alien Missions (Long War)|UFO Sorties]]&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=119249</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=119249"/>
		<updated>2024-06-17T04:41:32Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|67}}&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 fighters, 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 [[Research_(Long_War)#UFO_Analysis|UFO Analysis]] research project will become available after raiding a crashed or landed UFO, one for each type of UFO. Once this Analysis project is completed, your Interceptors will gain +10% damage against the matching UFO type (and +20% more salvage from it too), providing your air force a better chance of taking down UFOs of the same type in future (and for better rewards).&lt;br /&gt;
&lt;br /&gt;
Alien crew is subject to [[Alien Deployment (Long War)#Overflow and Pruning|Pod Overflow and Pruning rules]]; in short, if there are too many aliens to fit in the number of available pods, additional aliens are discarded. Conversely, if this is not the case, the game may randomly use fewer than the maximum number of pods, compacting the aliens into fewer pods. This process does not apply to the Bonus pods.&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 750 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Scout|Scout]], [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Harvest|Harvest]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 5-11 &#039;&#039;Crash&#039;&#039;, 9-11 &#039;&#039;Landing&#039;&#039;, or 20-23 &#039;&#039;Trap&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039; or &#039;&#039;Landing&#039;&#039;, 3 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter; use [[Air Combat (Long War)#Interceptor Weapons|Avalanche Missiles]] to down them efficiently. They will start appearing right from the start of a campaign 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; expect to have to send 2-3 interceptors after Scouts on Aggressive, at least in the early months when Interceptor accuracy and damage is low. Once you get [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], you can safely switch to Defensive Stance; Laser Cannons are enough of a firepower upgrade that you can down Scouts in fewer Interceptions on Defensive that an Avalanche can on Aggressive, and you&#039;ll take significantly less damage from enemy UFOs. Following this, you can use Scouts to train up your low-kill pilots; each pilot gains +3% accuracy (max +30%) and +1% damage (no cap) per kill, so try to hit 10 with as many different pilots as you can.&lt;br /&gt;
&lt;br /&gt;
Although they give very little in terms of alloys and elerium, crashed Scouts offer a great opportunity to train up rookie soldiers throughout the early months, due to the extremely low number of aliens encountered. Furthermore, the presence of certain high level enemies (in this case, the guaranteed Outsider pod) grants the squad bonus XP; this is just enough to grant PFCs a level to Specialist without needing to obtain any kills, assuming no soldiers die on the mission. During the mid and lategame you can use crashed Scouts as a safe method of capturing alien captives, farming multiple meld cannisters at low risk, and training up lower level soldiers. Just remember that tough aliens can still appear randomly on any mission, so make sure your squad has a good enough alpha strike. For landed Scouts, keep in mind the chances of a [[Threat_(Long_War)#Trap UFO|Trap UFO]] and prepare your squad accordingly.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 330: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 850 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 60%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Hunt|Hunt]], [[Alien Missions (Long War)#Bomb|Bomb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 3-9 &#039;&#039;Crash&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Fighters can be distinguished from Scouts by the purple strobe emanating from their hologlobe signature. They can appear in the first month if you fail to shoot down a Scout, but are guaranteed to start appearing in the second and subsequent months trying to [[Alien Missions (Long War)#Hunt|shoot down your satellites]]. They have slightly more health and significantly more armor than Scouts; enough armor, in fact, to make [[Air Combat (Long War)#Interceptor Weapons|Stingray Missiles]] the optimal choice in the early months, at least until you acquire [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]]. Unlike the Scout, the Fighter poses a more serious threat to interceptors, not only due to its higher base armor penetration but also because it gains significantly more damage as it&#039;s research progresses, gaining a second Plasma Cannon after the first year is nearly complete. Engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] on Aggressive Stance, or [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] (if you have them) on Defensive Stance. A Fighter in high orbit will be [[Alien Missions (Long War)#Hunt|targeting your satellites]], and if successful you&#039;ll have to pay §200 to replace it; try to down it, or at least deal 50% damage to it to prevent it from succeeding. Conversely, a Fighter flying NoE will be [[Alien Missions (Long War)#Bomb|bombing cities]]; allowing it to complete its run unmolested will spike panic by 10 in a target country, but you can reduce this by dealing damage (or negate it entirely if you shoot it down).&lt;br /&gt;
&lt;br /&gt;
Fighters never land and must be shot down for alien materials to be salvaged. They also have significantly less aliens overall than Scouts, with as few as 4 total; a crashed Fighter in March or April is a perfect opportunity to train up a bunch of rookies, so long as you&#039;re prepared for the [[Alien Life Forms (Long War)#Outsider|Outsider]]. For mid-to-late game, crashed Fighters are an easy way to secure 2-3 meld cannisters: bring enough Motion Trackers, Battle Scanners, SMGs, and high mobility troops and spread your squad out so you can collect them all.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 570: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Scout|Scout]], [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Harvest|Harvest]], [[Alien Missions (Long War)#Hunt|Hunt]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;, 16-20 &#039;&#039;Landing&#039;&#039;, or 32-36 &#039;&#039;Trap&#039;&#039;; also, +4 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;, 3 Soldier &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command]] pod of 2 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFOs can start appearing during the latter half of the first month, in place of either Fighters or Scouts. Tougher and better armored than the Scout, the Raider serves a similar purpose, though their higher armor penetration puts you at much greater risk of losing Interceptors to critical hits. Several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will typically stick around long enough to be engaged by the 3-4 interceptors you&#039;ll likely need to down it in the early game. Both [[Air Combat (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles are equally as bad against this UFO, though Stingrays are much less variable. A [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]] provides improved performance over both Stingray and Avalanche, while also being about as good as either against Fighters and Scouts, making it a decent bridge option to outfit your air force with. But the best counter for early Raiders, as well as Scouts and Fighters, is [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]].&lt;br /&gt;
&lt;br /&gt;
Raiders are a good way to gather alloys and elerium, as the crew contingent is rather small on crashes. You should be quite careful during landings, however, due to the risk of [[Threat_(Long_War)#Trap UFO|traps]].&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long_War)|AR]] &amp;gt; 270: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 75% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +25%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1600 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 90% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +70%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Hunt|Hunt]], [[Alien Missions (Long War)#Bomb|Bomb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;; also, +4 aliens at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors and roughly fills a similar role to the Fighter. Satellite-hunting Destroyers can potentially appear as early as mid-May, though they sometimes may be seen conducting bombing campaigns before then. They require a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on, as attempting to do so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks. You can prevent the aliens from fielding them much in the early and mid game if you do a good job shooting down or assaulting all of the Scouts, Fighters, and Raiders that appear, as well as assaulting any larger UFOs that land; this will keep [[Alien Resources (Long War)|alien resources]] low enough that Destroyers won&#039;t be available.&lt;br /&gt;
&lt;br /&gt;
As the Destroyer is well-armored, [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] (with the [[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns Foundry project]]) or a [[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]] (with the [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project) should be used if available to allow a solo kill. If not, a couple of experienced pilots (8+ kills) armed with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] and [[Air Combat (Long War)#Modules|Aircraft Boosters]] (all three if you have it, but you can get away with just Boost and Aim if you have to) might be able to do the job instead. Mid-game [[Foundry (Long War)#Aerospace Improvements|Interceptor Upgrade Foundry Projects]] like Improved Avionics (+10% Interceptor Aim), UFO Countermeasures (-15% UFO Aim), and Penetrator Weapons (+25% Armor Penetration) are essential to ensuring swift and effective takedowns - once it&#039;s equipped with a &amp;quot;Double Plasma&amp;quot; (start of December at the very latest), you&#039;ll require Armored Fighters (+1000 Interceptor HP) as well so your Ravens don&#039;t get one shot killed by a critical hit, but of course it helps to have it even earlier than that.&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 Raider: a high-value target to raid for the elerium resources of a Transport, and only the enemy numbers of a Raider. Plus, they contain few aliens, barely more than a crashed Scout, so once you&#039;ve progressed enough to start downing them semi-reliably you can usually take the opportunity to rush around for the meld canisters as well.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 2500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 200%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 48 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Infiltrate|Infiltrate]], [[Alien Missions (Long War)#Retaliate|Retaliate]], [[Alien Missions (Long War)#Command Overwatch|Command Overwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 15&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier, 1 Terror, 1 Command&lt;br /&gt;
&lt;br /&gt;
Overseers are stealth UFOs that can&#039;t be detected until the [[Hyperwave Relay (Long War)|Hyperwave Relay]] is built. They are roughly tied with the Battleship as the hardest to shoot down. It&#039;s got good armaments (comparable to an Assault Carrier or late game large UFOs); is extremely well-armored; and most importantly, blindingly fast, giving you an extremely small engagement window and making it difficult for your Interceptors to chase around pursue on the hologlobe. Plus, you can&#039;t take it down with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], so your pilots will have 15% less aim than what you&#039;ve been used to for for most of the midgame. An experienced (10+ kill) Firestorm pilot on Balanced stance with an [[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]] or [[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]], all three modules used, and all of the major [[Foundry (Long War)#Aerospace Improvements|Interceptor-boosting Foundry Projects]] can take it down. Notably, Elerium Afterburners and Boost modules are crucial here, each adding +33% engagement time on your Firestorms (or +50% to Ravens, but you won&#039;t be able to down it with them).&lt;br /&gt;
&lt;br /&gt;
Overseers never land; they must be shot down for alien materials to be salvaged, and at least one Overseer is required to be downed in order to recover the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] and unlock the Temple Ship assault. One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers, although they can provide the large amounts of elerium needed to build most of the lategame tech.&lt;br /&gt;
&lt;br /&gt;
All Overseers have the following forces:&lt;br /&gt;
&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 4 supporting aliens.&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 3 supporting aliens.&lt;br /&gt;
:1 Terror Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Sectopod|Sectopod]] leader, with 2 supporting aliens.&lt;br /&gt;
:1 Command Pod led by an [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Ethereal|Ethereal]] leader, with 2 supporting aliens.&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 10%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 4000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 150%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Abduction|Abduction]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 3-5 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly directly towards a country, immediately generating either a [[Missions (Long War)#UFO Landing Site|Landing]] or [[Missions (Long War)#Alien Abductions|Abduction]] mission. You won&#039;t be able to take these on during the early stages of the war. They&#039;re heavily armored, so you&#039;ll need multiple veteran (10+ kill) pilots with lots of armor penetration stacking to take one on: the Penetrator Weapons Foundry project (+25% armor penetration) is mandatory, and then either Phoenix Cannons with the Phoenix Coilgun Foundry Project, or Laser Cannons with the Supercapacitors Foundry project, plus generous [[Air Combat (Long War)#Modules|Aircraft Booster module]] usage. A single veteran pilot in a [[Air Combat (Long War)#Aircraft|Firestorm]] can also do the job, thanks to its significantly increased armor penetration and longer engagement window.&lt;br /&gt;
&lt;br /&gt;
That being said, it is never necessary to shoot down Abductors, as they will not [[Alien Missions (Long War)#Hunt|go after satellites]] or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are exclusively used for either [[Alien Missions (Long War)#Abduction|Abduction]] or [[Alien Missions (Long War)#Research|Research]] missions, both of which allow you to thwart its mission with a ground assault. It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission. 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: if you&#039;re going to take one down, you&#039;ll have to go all in with boosters. 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 there is some strategic value in doing so, e.g. you you&#039;re short on alloys and elerium (not cash), or you want to [[Alien Resources (Long War)#Cost of Repairing / Replacing UFOs|cost the aliens resources]] to rebuild the UFO.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Harvest|Harvest]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions (Long War)#Alien Base Assault|ABA]]) / 3-5 aliens (after [[Missions (Long War)#Alien Base Assault|ABA]])&amp;lt;br&amp;gt;&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. Furthermore, these UFOs always land to gather materials, so any time you see one you can just assault it after it lands and enjoy much better salvage than you would for a crash. During the early months this can be extremely difficult, but if successful, you gain large amounts of resources while disrupting the aliens own [[Alien Resources (Long War)|resource-gathering]] endeavors. This limits their ability to field powerful UFO types against your Satellites (e.g. Destroyers, Battleships) and limits the number of aggressive missions (e.g. Research, Terror, Bomb, Hunt, Retaliate) they can field against you. However, this will also reduce the meld rewards received per canister.&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 mission: don&#039;t worry. The large quantities of elerium and alloys, as well as the intact [[Alien Artifacts (Long War)#Alien devices|Power Sources]] and [[Alien Artifacts (Long War)#Alien devices|Flight Computers]] will probably be more useful to secure; no need to risk an entire squad wipe rushing through for 2-3 meld canisters and accidentally pull 30 aliens down on you all at once.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|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; 5000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 160%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Harvest|Harvest]], [[Alien Missions (Long War)#Infiltrate|Infiltrate]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% if [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge from vanilla, but it has even heavier armor and packs some pretty formidable weaponry. The vast majority of Transports are landing to harvest resources, and tend to show up often when aliens are resource starved, such as in the very first month or when you&#039;re doing a very good job in the midgame constantly shooting down every UFO they field. You will likely never see a Transport that doesn&#039;t land, unless you&#039;re losing the campaign rather badly and leaving the aliens free to launch [[Alien Missions (Long War)#Infiltrate|Infiltration]] missions, which instantly force a target country to leave the XCOM project regardless of its current panic levels.&lt;br /&gt;
&lt;br /&gt;
Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens [[Alien Resources (Long War)|resources]] for their [[Alien Missions (Long War)|UFO sorties]]. And if you continue to keep the aliens on the back foot, they won&#039;t be able to field powerful UFOs like Destroyers or Battleships that often (if at all) to conduct [[Alien Missions (Long War)#Bomb|bombing campaigns]] or [[Alien Missions (Long War)#Hunt|hunt down your Satellites]], allowing you to snowball even further. But always keep in mind that enemy troop counts are substantial with landed larges and that good cover is quite sparse. Find a good spot to sit tight, eliminate as many patrolling pods as you can with overwatch ambushes, and then move through the map carefully and systematically destroying one pod at a time, leaving the command pod for last. The 6 Overseer Command pod can be decidedly lethal to an unprepared, low-level squad by itself, let alone if there are multiple other surviving pods it can call in as reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single 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; 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Terrorize|Terrorize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Structurally identical to Transport (albeit with different armaments), you may encounter these in high-panic continents, but won&#039;t be able to take them on until lategame. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (Long War)#Assault Carrier|Assault Carrier]]. Shooting down the Terror Ship won&#039;t stop the Terror mission, but it does give you a large chunk of salvage and cost the aliens [[Alien Resources (Long War)|resources]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
In either case, shooting one down is neither necessary nor easy, and typically something you only consider while snowballing. If you want to try on a Raven, you&#039;ll need a veteran (10+ kill) pilot with at minimum a Phoenix Cannon upgraded with not just the Phoenix Coilguns Foundry Project and a full assortment of boosters but also all the notable Interceptor Combat Foundry upgrades unlocked via [[Research_(Long_War)#Materials_and_Aerospace|Advanced Aerospace Concepts]] including Penetrator Weapons, Improved Avionics, Wingtip Sparrowhawks, Armored Fighters, etc. Firestorms make it significantly easier, and a Phoenix Cannon + Phoenix Coilguns or a Laser Cannon + the Supercapacitors Foundry project and minimal other upgrades will do.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; ???: 2x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 90%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 8000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 140%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], [[Alien Artifacts (Long War)#Alien devices|6x UFO Flight Computers]], [[Alien Artifacts (Long War)#Alien devices|2x Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Terrorize|Terrorize]], [[Alien Missions (Long War)#Retaliate|Retaliate]], [[Alien Missions (Long War)#Research|Research]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360), or 38 &#039;&#039;Land&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &amp;amp; 5 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&lt;br /&gt;
&lt;br /&gt;
A less armored variant of the Battleship, it sacrifices some durability and armaments to allow it to rapidly unload large quantities of troops for large-scale ground operations. For the vast majority of the game, you won&#039;t be able to shoot these down, and will be powerless to stop any [[Missions_(Long_War)#Terror_Site|Terror Missions]] or [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] missions it spawns. It can land, however, but only if the aliens have extremely high resources; this allows you the opportunity to come back in the late game if you have a particularly disastrous series of months and the aliens surge ahead in resources, as well as if a campaign stretches into year 3 and aliens monthly resource income snowballs high enough.&lt;br /&gt;
&lt;br /&gt;
It has moderately less firepower than a Battleship, and noticeably less durability than both a Battleship and an Overseer. Ultimately, it offers the same rewards for shooting it down at less risk to your Interceptors, and is generally responsible for some of the most dangerous and difficult missions of the game: shooting it down means replacing that tough mission with a significantly less difficult one. A [[Air Combat (Long War)#Aircraft|Firestorm]] on Balanced stance, crewed by a top pilot (10+ kills) with the full assortment of Interceptor-boosting Foundry projects, including either Supercapacitors to boost the Laser Cannons damage or Phoenix Coilguns to boost Phoenix Cannon damage, as well as all three Aircraft Booster modules, could potentially shoot one down in a single attempt. In the late game while you&#039;re waiting to tech into Plasma and/or EMP, you could potentially avoid some Terror missions and XCOM Base Defense missions by shooting down the Assault Carrier before it can arrive at its destination, as well as potentially farm Fusion Cores for a Fusion Lance and/or Blaster Launcher. If your Firestorms are armed with Plasma, EMP, or Fusion weaponry instead, it becomes very easy to close out the game by reliably downing these.&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Fusion Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 9000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 180%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 6x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 2x [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Scout|Scout]], [[Alien Missions (Long War)#Hunt|Hunt]], [[Alien Missions (Long War)#Bomb|Bomb]], [[Alien Missions (Long War)#Infiltrate|Infiltrate]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360)&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 5 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&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, packed to the teeth with weaponry, and very frustrating to deal with when they appear; unlike all of the large UFO types, Battleships will never land. They&#039;ll spawn in place of Scouts, Fighters, Raiders and Destroyers to target your satellites or bomb countries, which means you either shoot them down or pay the price of panic or satellite replacement costs. That said, DON&#039;T engage them at any point except very late in the game when you have almost all possible Interceptor upgrades; you won&#039;t have any possibility of shooting it down, and they can even one-shot Interceptors without health and armor upgrades. All you can really do when one appears is watch powerlessly and hope you don&#039;t see another one any time soon.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Battleships may only be fielded in this manner if the aliens are snowballing (i.e. you do an extremely poor job shooting down their UFOs over a stretch of time or let them build and maintain too many [[Alien Deployment (Long War)#Alien Bases|bases]]), or you allow the campaign to stretch on well into the latter half of the second year and especially into the third. Conversely, if you&#039;re doing well or even just holding out decently well in the air, they&#039;ll almost never show up... except as a harbinger of arguably one of the most difficult missions of the entire campaign, the [[Missions (Long War)#XCOM Base Defense|XCOM HQ Base Defense]], where it will be used to shoot down the satellite over your starting country. This will allow the follow up Assault Carrier (which delivers the troops used in the mission) to land at your base undetected, potentially catching you by surprise as it triggers the mission without warning. Fortunately, this mission type is rare; see the [[Alien Missions (Long War)#Retaliate|UFO Missions page]] for details.&lt;br /&gt;
&lt;br /&gt;
Battleships can only realistically be taken down with 10+ kill pilots in Firestorms with Plasma/EMP Cannons (or Fusion Lances from downed Assault Carriers) with max Foundry upgrades and triple modules; 1 might work but 2 should guarantee it. Once you&#039;ve downed one, you can try and use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] within to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can finish the campaign more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
==Other UFO Statistics==&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&lt;br /&gt;
The values listed above are the salvage obtained from a landed UFO. Crash sites provide significantly less salvage. Each individual alien device has its own specific chance of surviving a crash site:&lt;br /&gt;
:25% per [[Alien Artifacts (Long War)#Alien devices|Flight Computer]]&lt;br /&gt;
:20% per [[Alien Artifacts (Long War)#Alien devices|Power Source]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Alien Surgery]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Stasis Tank]]&lt;br /&gt;
:50% per [[Alien Artifacts (Long War)#Alien devices|Alien Food]]&lt;br /&gt;
:100% per [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]&lt;br /&gt;
&lt;br /&gt;
Each UFO class allows for a base number of alloys when salvaged, but only a fraction of that survives the crash site.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Alloys]] recovered from a crash site: 30% to 45% of the base value&lt;br /&gt;
&lt;br /&gt;
[[Alien Artifacts (Long War)#Alien materials|Elerium]] rewards scale directly with the base number of [[Alien Artifacts (Long War)#Alien devices|Power Sources]] the UFO awards. The amount per [[Alien Artifacts (Long War)#Alien devices|Power Source]] is set by difficulty, but each destroyed [[Alien Artifacts (Long War)#Alien devices|Power Source]] takes with it some or all of the Elerium stored within.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] for an &#039;&#039;intact&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 35/30/25/25 on Normal/Classic/Brutal/Impossible&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered per &#039;&#039;destroyed&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 0% to 30% of base value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use of an EMP Cannon additively increases the amount of alloys salvaged and the chance that UFO devices survive the crash by 20%. The amount of elerium isn&#039;t improved by using an EMP Cannon, but since the survival rate of Power Sources is, you should still expect to see an increase in the amount of [[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered from crash sites.&lt;br /&gt;
&lt;br /&gt;
:Device Survival Chance: +20% (applied additively)&lt;br /&gt;
:Alloys Salvaged: 50% to 65%&lt;br /&gt;
&lt;br /&gt;
Since the chance of most devices surviving a crash is low (in the range of 20% to 30%), the additive increase to their survival chance is relatively significant, so using the EMP Cannon can nearly double the amount of devices awarded.&lt;br /&gt;
&lt;br /&gt;
===UFO Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 50%&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_(Long_War)|Alien Research]], to a maximum of +2400 HP, +256 damage, and +64% aim at 960 points. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
===UFO Armor vs Damage Penetration===&lt;br /&gt;
Raw formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Armor - Penetration; min 0%, max 95%&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as (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; 9000 base health (+75 per 30 alien research), 180% armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 110% pen, rate of fire 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-110=70%, actual damage per hit becomes 195, or a minimum of 47 hits per Battleship. Requiring an average of 117 seconds of firing to score 47 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 47 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, 150% pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-150=30%, actual damage per hit becomes 217, or a minimum of 44 hits per Battleship. Requiring an estimated of 79 seconds of firing to score 44 hits at 30% accuracy, RoF 0.55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 24 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, 130% pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-130=50%, actual damage per hit becomes 600, or a minimum of 13 hits per Battleship. Requiring an estimated of 53 seconds of firing to score 13 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 16 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
===UFO Bounties===&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack without generating a crash site. The amount is directly proportional to the amount the final blow overkilled the target by, compared to the UFO&#039;s max HP; for instance, knocking a UFO to -27% HP has a 27% chance of destroying it.&lt;br /&gt;
&lt;br /&gt;
When this happens, the Council pays a bounty, depending upon the UFO type. Additionally, a small amount of alloys is recovered. The exact amount of salvage is rolled randomly every time a UFO is destroyed, and each value in the range is equally likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | UFO || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Alloys Recovered (Average)&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or Fighter || §100 || 2-7 (4.5) || 2-5 (3.5)&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or Raider || §200 || 2-11 (6.5) || 2-7 (4.5)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or Harvester || §300 || 2-14 (8) || 2-9 (5.5)&lt;br /&gt;
|-&lt;br /&gt;
| Transport or Terror Ship || §500 || 2-17 (9.5) || 2-11 (6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or Assault Carrier || §750 || 2-21 (11.5) || 2-13 (7.5)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || §500 || 2-12 (7) || 2-8 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Alien Missions (Long War)|UFO Sorties]]&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=119248</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=119248"/>
		<updated>2024-06-17T04:35:14Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|67}}&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 fighters, 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 [[Research_(Long_War)#UFO_Analysis|UFO Analysis]] research project will become available after raiding a crashed or landed UFO, one for each type of UFO. Once this Analysis project is completed, your Interceptors will gain +10% damage against the matching UFO type (and +20% more salvage from it too), providing your air force a better chance of taking down UFOs of the same type in future (and for better rewards).&lt;br /&gt;
&lt;br /&gt;
Alien crew is subject to [[Alien Deployment (Long War)#Overflow and Pruning|Pod Overflow and Pruning rules]]; in short, if there are too many aliens to fit in the number of available pods, additional aliens are discarded. Conversely, if this is not the case, the game may randomly use fewer than the maximum number of pods, compacting the aliens into fewer pods. This process does not apply to the Bonus pods.&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 750 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Scout|Scout]], [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Harvest|Harvest]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 5-11 &#039;&#039;Crash&#039;&#039;, 9-11 &#039;&#039;Landing&#039;&#039;, or 20-23 &#039;&#039;Trap&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039; or &#039;&#039;Landing&#039;&#039;, 3 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter; use [[Air Combat (Long War)#Interceptor Weapons|Avalanche Missiles]] to down them efficiently. They will start appearing right from the start of a campaign 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; expect to have to send 2-3 interceptors after Scouts on Aggressive, at least in the early months when Interceptor accuracy and damage is low. Once you get [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], you can safely switch to Defensive Stance; Laser Cannons are enough of a firepower upgrade that you can down Scouts in fewer Interceptions on Defensive that an Avalanche can on Aggressive, and you&#039;ll take significantly less damage from enemy UFOs. Following this, you can use Scouts to train up your low-kill pilots; each pilot gains +3% accuracy (max +30%) and +1% damage (no cap) per kill, so try to hit 10 with as many different pilots as you can.&lt;br /&gt;
&lt;br /&gt;
Although they give very little in terms of alloys and elerium, crashed Scouts offer a great opportunity to train up rookie soldiers throughout the early months, due to the extremely low number of aliens encountered. Furthermore, the presence of certain high level enemies (in this case, the guaranteed Outsider pod) grants the squad bonus XP; this is just enough to grant PFCs a level to Specialist without needing to obtain any kills, assuming no soldiers die on the mission. During the mid and lategame you can use crashed Scouts as a safe method of capturing alien captives, farming multiple meld cannisters at low risk, and training up lower level soldiers. Just remember that tough aliens can still appear randomly on any mission, so make sure your squad has a good enough alpha strike. For landed Scouts, keep in mind the chances of a [[Threat_(Long_War)#Trap UFO|Trap UFO]] and prepare your squad accordingly.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 146px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 330: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 850 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 60%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]], 2x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 28 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 35/30/25/25 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Hunt|Hunt]], [[Alien Missions (Long War)#Bomb|Bomb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 3-9 &#039;&#039;Crash&#039;&#039;; also, +3 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 1 outsider (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2 outsiders (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Fighters can be distinguished from Scouts by the purple strobe emanating from their hologlobe signature. They can appear in the first month if you fail to shoot down a Scout, but are guaranteed to start appearing in the second and subsequent months trying to [[Alien Missions (Long War)#Hunt|shoot down your satellites]]. They have slightly more health and significantly more armor than Scouts; enough armor, in fact, to make [[Air Combat (Long War)#Interceptor Weapons|Stingray Missiles]] the optimal choice in the early months, at least until you acquire [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]]. Unlike the Scout, the Fighter poses a more serious threat to interceptors, not only due to its higher base armor penetration but also because it gains significantly more damage as it&#039;s research progresses, gaining a second Plasma Cannon after the first year is nearly complete. Engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] on Aggressive Stance, or [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] (if you have them) on Defensive Stance. A Fighter in high orbit will be [[Alien Missions (Long War)#Hunt|targeting your satellites]], and if successful you&#039;ll have to pay §200 to replace it; try to down it, or at least deal 50% damage to it to prevent it from succeeding. Conversely, a Fighter flying NoE will be [[Alien Missions (Long War)#Bomb|bombing cities]]; allowing it to complete its run unmolested will spike panic by 10 in a target country, but you can reduce this by dealing damage (or negate it entirely if you shoot it down).&lt;br /&gt;
&lt;br /&gt;
Fighters never land and must be shot down for alien materials to be salvaged. They also have significantly less aliens overall than Scouts, with as few as 4 total; a crashed Fighter in March or April is a perfect opportunity to train up a bunch of rookies, so long as you&#039;re prepared for the [[Alien Life Forms (Long War)#Outsider|Outsider]]. For mid-to-late game, crashed Fighters are an easy way to secure 2-3 meld cannisters: bring enough Motion Trackers, Battle Scanners, SMGs, and high mobility troops and spread your squad out so you can collect them all.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 570: 2x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Scout|Scout]], [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Harvest|Harvest]], [[Alien Missions (Long War)#Hunt|Hunt]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;, 16-20 &#039;&#039;Landing&#039;&#039;, or 32-36 &#039;&#039;Trap&#039;&#039;; also, +4 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;, 3 Soldier &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command]] pod of 2 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFOs can start appearing during the latter half of the first month, in place of either Fighters or Scouts. Tougher and better armored than the Scout, the Raider serves a similar purpose, though their higher armor penetration puts you at much greater risk of losing Interceptors to critical hits. Several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will typically stick around long enough to be engaged by the 3-4 interceptors you&#039;ll likely need to down it in the early game. Both [[Air Combat (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles are equally as bad against this UFO, though Stingrays are much less variable. A [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]] provides improved performance over both Stingray and Avalanche, while also being about as good as either against Fighters and Scouts, making it a decent bridge option to outfit your air force with. But the best counter for early Raiders, as well as Scouts and Fighters, is [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]].&lt;br /&gt;
&lt;br /&gt;
Raiders are a good way to gather alloys and elerium, as the crew contingent is rather small on crashes. You should be quite careful during landings, however, due to the risk of [[Threat_(Long_War)#Trap UFO|traps]].&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long_War)|AR]] &amp;gt; 270: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 75% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +25%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 1600 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 90% (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; 540: +70%)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 42 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Hunt|Hunt]], [[Alien Missions (Long War)#Bomb|Bomb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 11-15 &#039;&#039;Crash&#039;&#039;; also, +4 aliens at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &#039;&#039;Crash&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 2-3 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors and roughly fills a similar role to the Fighter. Appearing as early as June, 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, and attempting to do so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks. You can prevent the aliens from fielding them much in the early and mid game if you do a good job shooting down or assaulting all of the Scouts, Fighters, and Raiders that appear, as well as assaulting any larger UFOs that land; this will keep [[Alien Resources (Long War)|alien resources]] low enough that Destroyers won&#039;t be available.&lt;br /&gt;
&lt;br /&gt;
As the Destroyer is well-armored, [[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannons]] (with the [[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns Foundry project]]) or a [[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]] (with the [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project) should be used if available to allow a solo kill. If not, a couple of experienced pilots (8+ kills) armed with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]] and [[Air Combat (Long War)#Modules|Aircraft Boosters]] (all three if you have it, but you can get away with just Boost and Aim if you have to) might be able to do the job instead. Mid-game [[Foundry (Long War)#Aerospace Improvements|Interceptor Upgrade Foundry Projects]] like Improved Avionics (+10% Interceptor Aim), UFO Countermeasures (-15% UFO Aim), and Penetrator Weapons (+25% Armor Penetration) are essential to ensuring swift and effective takedowns - once it&#039;s equipped with a &amp;quot;Double Plasma&amp;quot; (start of December at the very latest), you&#039;ll require Armored Fighters (+1000 Interceptor HP) as well so your Ravens don&#039;t get one shot killed by a critical hit, but of course it helps to have it even earlier than that.&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 Raider: a high-value target to raid for the elerium resources of a Transport, and only the enemy numbers of a Raider. Plus, they contain few aliens, barely more than a crashed Scout, so once you&#039;ve progressed enough to start downing them semi-reliably you can usually take the opportunity to rush around for the meld canisters as well.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 170px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 2500 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 200%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 48 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Infiltrate|Infiltrate]], [[Alien Missions (Long War)#Retaliate|Retaliate]], [[Alien Missions (Long War)#Command Overwatch|Command Overwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 15&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier, 1 Terror, 1 Command&lt;br /&gt;
&lt;br /&gt;
Overseers are stealth UFOs that can&#039;t be detected until the [[Hyperwave Relay (Long War)|Hyperwave Relay]] is built. They are roughly tied with the Battleship as the hardest to shoot down. It&#039;s got good armaments (comparable to an Assault Carrier or late game large UFOs); is extremely well-armored; and most importantly, blindingly fast, giving you an extremely small engagement window and making it difficult for your Interceptors to chase around pursue on the hologlobe. Plus, you can&#039;t take it down with [[Air Combat (Long War)#Interceptor Weapons|Laser Cannons]], so your pilots will have 15% less aim than what you&#039;ve been used to for for most of the midgame. An experienced (10+ kill) Firestorm pilot on Balanced stance with an [[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]] or [[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]], all three modules used, and all of the major [[Foundry (Long War)#Aerospace Improvements|Interceptor-boosting Foundry Projects]] can take it down. Notably, Elerium Afterburners and Boost modules are crucial here, each adding +33% engagement time on your Firestorms (or +50% to Ravens, but you won&#039;t be able to down it with them).&lt;br /&gt;
&lt;br /&gt;
Overseers never land; they must be shot down for alien materials to be salvaged, and at least one Overseer is required to be downed in order to recover the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] and unlock the Temple Ship assault. One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers, although they can provide the large amounts of elerium needed to build most of the lategame tech.&lt;br /&gt;
&lt;br /&gt;
All Overseers have the following forces:&lt;br /&gt;
&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 4 supporting aliens.&lt;br /&gt;
:1 Soldier Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Muton Elite|Muton Elite]] leader, with 3 supporting aliens.&lt;br /&gt;
:1 Terror Pod led by a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Sectopod|Sectopod]] leader, with 2 supporting aliens.&lt;br /&gt;
:1 Command Pod led by an [[Alien Life Forms (Long War)#Tough Leaders|Tough]] (+3 leader level bonus) [[Alien Life Forms (Long War)#Ethereal|Ethereal]] leader, with 2 supporting aliens.&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 10%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 4000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 150%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Abduction|Abduction]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions_(Long_War)#Alien_Base_Assault|ABA]]) / 3-5 aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly directly towards a country, immediately generating either a [[Missions (Long War)#UFO Landing Site|Landing]] or [[Missions (Long War)#Alien Abductions|Abduction]] mission. You won&#039;t be able to take these on during the early stages of the war. They&#039;re heavily armored, so you&#039;ll need multiple veteran (10+ kill) pilots with lots of armor penetration stacking to take one on: the Penetrator Weapons Foundry project (+25% armor penetration) is mandatory, and then either Phoenix Cannons with the Phoenix Coilgun Foundry Project, or Laser Cannons with the Supercapacitors Foundry project, plus generous [[Air Combat (Long War)#Modules|Aircraft Booster module]] usage. A single veteran pilot in a [[Air Combat (Long War)#Aircraft|Firestorm]] can also do the job, thanks to its significantly increased armor penetration and longer engagement window.&lt;br /&gt;
&lt;br /&gt;
That being said, it is never necessary to shoot down Abductors, as they will not [[Alien Missions (Long War)#Hunt|go after satellites]] or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are exclusively used for either [[Alien Missions (Long War)#Abduction|Abduction]] or [[Alien Missions (Long War)#Research|Research]] missions, both of which allow you to thwart its mission with a ground assault. It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission. 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: if you&#039;re going to take one down, you&#039;ll have to go all in with boosters. 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 there is some strategic value in doing so, e.g. you you&#039;re short on alloys and elerium (not cash), or you want to [[Alien Resources (Long War)#Cost of Repairing / Replacing UFOs|cost the aliens resources]] to rebuild the UFO.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 6x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 56 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 70/60/50/50 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Harvest|Harvest]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 13-20 &#039;&#039;Crash&#039;&#039;, 18-25 &#039;&#039;Landing&#039;&#039;, or 38-45 &#039;&#039;Trap&#039;&#039;; also, +5 at [[Alien Research (Long War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 1 Terror &#039;&#039;Crash&#039;&#039; &amp;amp; &#039;&#039;Landing&#039;&#039;, or 4 Soldier &amp;amp; 1 Terror &#039;&#039;Trap&#039;&#039;; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 4 outsiders (before [[Missions (Long War)#Alien Base Assault|ABA]]) / 3-5 aliens (after [[Missions (Long War)#Alien Base Assault|ABA]])&amp;lt;br&amp;gt;&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. Furthermore, these UFOs always land to gather materials, so any time you see one you can just assault it after it lands and enjoy much better salvage than you would for a crash. During the early months this can be extremely difficult, but if successful, you gain large amounts of resources while disrupting the aliens own [[Alien Resources (Long War)|resource-gathering]] endeavors. This limits their ability to field powerful UFO types against your Satellites (e.g. Destroyers, Battleships) and limits the number of aggressive missions (e.g. Research, Terror, Bomb, Hunt, Retaliate) they can field against you. However, this will also reduce the meld rewards received per canister.&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 mission: don&#039;t worry. The large quantities of elerium and alloys, as well as the intact [[Alien Artifacts (Long War)#Alien devices|Power Sources]] and [[Alien Artifacts (Long War)#Alien devices|Flight Computers]] will probably be more useful to secure; no need to risk an entire squad wipe rushing through for 2-3 meld canisters and accidentally pull 30 aliens down on you all at once.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|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; 5000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 160%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Harvest|Harvest]], [[Alien Missions (Long War)#Infiltrate|Infiltrate]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% if [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge from vanilla, but it has even heavier armor and packs some pretty formidable weaponry. The vast majority of Transports are landing to harvest resources, and tend to show up often when aliens are resource starved, such as in the very first month or when you&#039;re doing a very good job in the midgame constantly shooting down every UFO they field. You will likely never see a Transport that doesn&#039;t land, unless you&#039;re losing the campaign rather badly and leaving the aliens free to launch [[Alien Missions (Long War)#Infiltrate|Infiltration]] missions, which instantly force a target country to leave the XCOM project regardless of its current panic levels.&lt;br /&gt;
&lt;br /&gt;
Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens [[Alien Resources (Long War)|resources]] for their [[Alien Missions (Long War)|UFO sorties]]. And if you continue to keep the aliens on the back foot, they won&#039;t be able to field powerful UFOs like Destroyers or Battleships that often (if at all) to conduct [[Alien Missions (Long War)#Bomb|bombing campaigns]] or [[Alien Missions (Long War)#Hunt|hunt down your Satellites]], allowing you to snowball even further. But always keep in mind that enemy troop counts are substantial with landed larges and that good cover is quite sparse. Find a good spot to sit tight, eliminate as many patrolling pods as you can with overwatch ambushes, and then move through the map carefully and systematically destroying one pod at a time, leaving the command pod for last. The 6 Overseer Command pod can be decidedly lethal to an unprepared, low-level squad by itself, let alone if there are multiple other surviving pods it can call in as reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 190px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]] (Upgrade at [[Alien_Research_(Long_War)|AR]] &amp;gt; 390: 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single 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; 6000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], 4x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 10x [[Alien Artifacts (Long War)#Alien devices|Alien Food]], 8x [[Alien Artifacts (Long War)#Alien devices|Alien Stasis Tanks]], 2x [[Alien Artifacts (Long War)#Alien devices|Alien Surgeries]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 70 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Research|Research]], [[Alien Missions (Long War)#Terrorize|Terrorize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 22-39 &#039;&#039;Crash&#039;&#039;, 30-39 &#039;&#039;Landing&#039;&#039;, or 40 &#039;&#039;Trap&#039;&#039;; also, +5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360, to a maximum of 40 regular aliens&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 3 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier 50% of the time (or 100% for [[Alien Deployment (Long War)#Pod Size|Small pods]]); +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] of 3-6 aliens on a &#039;&#039;Crash&#039;&#039;; alternately, 6 aliens on a &#039;&#039;Landing&#039;&#039; with a [[Alien Life Forms (Long War)#Tough Leaders|Tough]] Leader; plus a [[Alien Life Forms (Long War)#Bosses|random level 9 boss pod]] with 5 supporting aliens (after [[Missions_(Long_War)#Alien_Base_Assault|ABA]])&lt;br /&gt;
&lt;br /&gt;
Structurally identical to Transport (albeit with different armaments), you may encounter these in high-panic continents, but won&#039;t be able to take them on until lategame. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (Long War)#Assault Carrier|Assault Carrier]]. Shooting down the Terror Ship won&#039;t stop the Terror mission, but it does give you a large chunk of salvage and cost the aliens [[Alien Resources (Long War)|resources]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
In either case, shooting one down is neither necessary nor easy, and typically something you only consider while snowballing. If you want to try on a Raven, you&#039;ll need a veteran (10+ kill) pilot with at minimum a Phoenix Cannon upgraded with not just the Phoenix Coilguns Foundry Project and a full assortment of boosters but also all the notable Interceptor Combat Foundry upgrades unlocked via [[Research_(Long_War)#Materials_and_Aerospace|Advanced Aerospace Concepts]] including Penetrator Weapons, Improved Avionics, Wingtip Sparrowhawks, Armored Fighters, etc. Firestorms make it significantly easier, and a Phoenix Cannon + Phoenix Coilguns or a Laser Cannon + the Supercapacitors Foundry project and minimal other upgrades will do.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]] (Upgrade at [[Alien Research (Long War)|AR]] &amp;gt; ???: 2x [[UFOs (Long War)#UFO Weapons|Double Plasma]], 1x [[UFOs (Long War)#UFO Weapons|Single Plasma]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 90%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 8000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 140%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: [[Alien Artifacts (Long War)#Alien devices|4x UFO Power Sources]], [[Alien Artifacts (Long War)#Alien devices|6x UFO Flight Computers]], [[Alien Artifacts (Long War)#Alien devices|2x Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Terrorize|Terrorize]], [[Alien Missions (Long War)#Retaliate|Retaliate]], [[Alien Missions (Long War)#Research|Research]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360), or 38 &#039;&#039;Land&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 2 Soldier &amp;amp; 5 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&lt;br /&gt;
&lt;br /&gt;
A less armored variant of the Battleship, it sacrifices some durability and armaments to allow it to rapidly unload large quantities of troops for large-scale ground operations. For the vast majority of the game, you won&#039;t be able to shoot these down, and will be powerless to stop any [[Missions_(Long_War)#Terror_Site|Terror Missions]] or [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] missions it spawns. It can land, however, but only if the aliens have extremely high resources; this allows you the opportunity to come back in the late game if you have a particularly disastrous series of months and the aliens surge ahead in resources, as well as if a campaign stretches into year 3 and aliens monthly resource income snowballs high enough.&lt;br /&gt;
&lt;br /&gt;
It has moderately less firepower than a Battleship, and noticeably less durability than both a Battleship and an Overseer. Ultimately, it offers the same rewards for shooting it down at less risk to your Interceptors, and is generally responsible for some of the most dangerous and difficult missions of the game: shooting it down means replacing that tough mission with a significantly less difficult one. A [[Air Combat (Long War)#Aircraft|Firestorm]] on Balanced stance, crewed by a top pilot (10+ kills) with the full assortment of Interceptor-boosting Foundry projects, including either Supercapacitors to boost the Laser Cannons damage or Phoenix Coilguns to boost Phoenix Cannon damage, as well as all three Aircraft Booster modules, could potentially shoot one down in a single attempt. In the late game while you&#039;re waiting to tech into Plasma and/or EMP, you could potentially avoid some Terror missions and XCOM Base Defense missions by shooting down the Assault Carrier before it can arrive at its destination, as well as potentially farm Fusion Cores for a Fusion Lance and/or Blaster Launcher. If your Firestorms are armed with Plasma, EMP, or Fusion weaponry instead, it becomes very easy to close out the game by reliably downing these.&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 210px; background:#333; border-radius: 6px 12px; float: right;&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; 1x [[UFOs (Long War)#UFO Weapons|Fusion Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; 125%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: 9000 HP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 180%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]], 6x [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]], 2x [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;: 84 [[Alien Artifacts (Long War)#Alien materials|Alloys]], 140/120/100/100 [[Alien Artifacts (Long War)#Alien materials|Elerium]] (difficulty-dependent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: [[Alien Missions (Long War)#Scout|Scout]], [[Alien Missions (Long War)#Hunt|Hunt]], [[Alien Missions (Long War)#Bomb|Bomb]], [[Alien Missions (Long War)#Infiltrate|Infiltrate]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Crew&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Aliens&#039;&#039;&#039;: 26-30 &#039;&#039;Crash&#039;&#039; (+5 aliens at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360)&lt;br /&gt;
:&#039;&#039;&#039;Pods&#039;&#039;&#039;: 5 Soldier &amp;amp; 2 Terror; +1 Terror for [[Alien Deployment (Long War)#Pod Size|Small pods]]; +1 Soldier for [[Alien Deployment (Long War)#Pod Size|Small/Medium pods]]; +1 Soldier at [[Alien_Research_(Long_War)|AR]] &amp;gt; 360&lt;br /&gt;
:&#039;&#039;&#039;Bonus Pods&#039;&#039;&#039;: 1 [[Alien Deployment (Long War)#Command Pods|Command pod]] with 6 supporting aliens, plus 1 [[Alien Life Forms (Long War)#Bosses|Boss pod]] with 4 supporting aliens&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, packed to the teeth with weaponry, and very frustrating to deal with when they appear; unlike all of the large UFO types, Battleships will never land. They&#039;ll spawn in place of Scouts, Fighters, Raiders and Destroyers to target your satellites or bomb countries, which means you either shoot them down or pay the price of panic or satellite replacement costs. That said, DON&#039;T engage them at any point except very late in the game when you have almost all possible Interceptor upgrades; you won&#039;t have any possibility of shooting it down, and they can even one-shot Interceptors without health and armor upgrades. All you can really do when one appears is watch powerlessly and hope you don&#039;t see another one any time soon.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Battleships may only be fielded in this manner if the aliens are snowballing (i.e. you do an extremely poor job shooting down their UFOs over a stretch of time or let them build and maintain too many [[Alien Deployment (Long War)#Alien Bases|bases]]), or you allow the campaign to stretch on well into the latter half of the second year and especially into the third. Conversely, if you&#039;re doing well or even just holding out decently well in the air, they&#039;ll almost never show up... except as a harbinger of arguably one of the most difficult missions of the entire campaign, the [[Missions (Long War)#XCOM Base Defense|XCOM HQ Base Defense]], where it will be used to shoot down the satellite over your starting country. This will allow the follow up Assault Carrier (which delivers the troops used in the mission) to land at your base undetected, potentially catching you by surprise as it triggers the mission without warning. Fortunately, this mission type is rare; see the [[Alien Missions (Long War)#Retaliate|UFO Missions page]] for details.&lt;br /&gt;
&lt;br /&gt;
Battleships can only realistically be taken down with 10+ kill pilots in Firestorms with Plasma/EMP Cannons (or Fusion Lances from downed Assault Carriers) with max Foundry upgrades and triple modules; 1 might work but 2 should guarantee it. Once you&#039;ve downed one, you can try and use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] within to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can finish the campaign more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
==Other UFO Statistics==&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&lt;br /&gt;
The values listed above are the salvage obtained from a landed UFO. Crash sites provide significantly less salvage. Each individual alien device has its own specific chance of surviving a crash site:&lt;br /&gt;
:25% per [[Alien Artifacts (Long War)#Alien devices|Flight Computer]]&lt;br /&gt;
:20% per [[Alien Artifacts (Long War)#Alien devices|Power Source]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Alien Surgery]]&lt;br /&gt;
:30% per [[Alien Artifacts (Long War)#Alien devices|Stasis Tank]]&lt;br /&gt;
:50% per [[Alien Artifacts (Long War)#Alien devices|Alien Food]]&lt;br /&gt;
:100% per [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]&lt;br /&gt;
&lt;br /&gt;
Each UFO class allows for a base number of alloys when salvaged, but only a fraction of that survives the crash site.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Alloys]] recovered from a crash site: 30% to 45% of the base value&lt;br /&gt;
&lt;br /&gt;
[[Alien Artifacts (Long War)#Alien materials|Elerium]] rewards scale directly with the base number of [[Alien Artifacts (Long War)#Alien devices|Power Sources]] the UFO awards. The amount per [[Alien Artifacts (Long War)#Alien devices|Power Source]] is set by difficulty, but each destroyed [[Alien Artifacts (Long War)#Alien devices|Power Source]] takes with it some or all of the Elerium stored within.&lt;br /&gt;
&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] for an &#039;&#039;intact&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 35/30/25/25 on Normal/Classic/Brutal/Impossible&lt;br /&gt;
:[[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered per &#039;&#039;destroyed&#039;&#039; [[Alien Artifacts (Long War)#Alien devices|Power Source]]: 0% to 30% of base value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use of an EMP Cannon additively increases the amount of alloys salvaged and the chance that UFO devices survive the crash by 20%. The amount of elerium isn&#039;t improved by using an EMP Cannon, but since the survival rate of Power Sources is, you should still expect to see an increase in the amount of [[Alien Artifacts (Long War)#Alien materials|Elerium]] recovered from crash sites.&lt;br /&gt;
&lt;br /&gt;
:Device Survival Chance: +20% (applied additively)&lt;br /&gt;
:Alloys Salvaged: 50% to 65%&lt;br /&gt;
&lt;br /&gt;
Since the chance of most devices surviving a crash is low (in the range of 20% to 30%), the additive increase to their survival chance is relatively significant, so using the EMP Cannon can nearly double the amount of devices awarded.&lt;br /&gt;
&lt;br /&gt;
===UFO Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Weapon !! Hit Chance % !! Range !! Fire Rate !! Damage !! Armor Pen.&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 18/33/48 || Long || 1.15 || 450 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 25/40/55 || Long || 1.25 || 800 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance  || 30/45/60 || Long || 1.25 || 1300 || 50%&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_(Long_War)|Alien Research]], to a maximum of +2400 HP, +256 damage, and +64% aim at 960 points. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
===UFO Armor vs Damage Penetration===&lt;br /&gt;
Raw formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Armor - Penetration; min 0%, max 95%&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as (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; 9000 base health (+75 per 30 alien research), 180% armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 110% pen, rate of fire 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-110=70%, actual damage per hit becomes 195, or a minimum of 47 hits per Battleship. Requiring an average of 117 seconds of firing to score 47 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 47 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, 150% pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-150=30%, actual damage per hit becomes 217, or a minimum of 44 hits per Battleship. Requiring an estimated of 79 seconds of firing to score 44 hits at 30% accuracy, RoF 0.55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 24 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, 130% pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit 180-130=50%, actual damage per hit becomes 600, or a minimum of 13 hits per Battleship. Requiring an estimated of 53 seconds of firing to score 13 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 16 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
===UFO Bounties===&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack without generating a crash site. The amount is directly proportional to the amount the final blow overkilled the target by, compared to the UFO&#039;s max HP; for instance, knocking a UFO to -27% HP has a 27% chance of destroying it.&lt;br /&gt;
&lt;br /&gt;
When this happens, the Council pays a bounty, depending upon the UFO type. Additionally, a small amount of alloys is recovered. The exact amount of salvage is rolled randomly every time a UFO is destroyed, and each value in the range is equally likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | UFO || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Alloys Recovered (Average)&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or Fighter || §100 || 2-7 (4.5) || 2-5 (3.5)&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or Raider || §200 || 2-11 (6.5) || 2-7 (4.5)&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or Harvester || §300 || 2-14 (8) || 2-9 (5.5)&lt;br /&gt;
|-&lt;br /&gt;
| Transport or Terror Ship || §500 || 2-17 (9.5) || 2-11 (6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or Assault Carrier || §750 || 2-21 (11.5) || 2-13 (7.5)&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || §500 || 2-12 (7) || 2-8 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Alien Missions (Long War)|UFO Sorties]]&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>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=119247</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=119247"/>
		<updated>2024-06-17T00:01:16Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Funding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: ShadowSpeeker.png|right|256px]]&lt;br /&gt;
{{Toc (Long War)|40}}&lt;br /&gt;
&lt;br /&gt;
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.&lt;br /&gt;
&lt;br /&gt;
==Bonuses==&lt;br /&gt;
===Continent-wide bonuses===&lt;br /&gt;
&lt;br /&gt;
To obtain a continent bonus you need to have a satellite deployed in every country within that continent. Unlike the vanilla game, you no longer acquire your starting continent&#039;s bonus from the beginning of the game; instead, you receive a &amp;quot;country starting bonus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Continent-wide bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;North America &amp;lt;/b&amp;gt; ||  Air Superiority||  Aircraft and aircraft weapons cost 25% less to purchase and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;South America &amp;lt;/b&amp;gt; || Power to the People || Power facilities cost 30% less to build and maintain. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Asia &amp;lt;/b&amp;gt; || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Africa &amp;lt;/b&amp;gt; || Architects of the Future || [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]] cost 30% less to build and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Europe &amp;lt;/b&amp;gt; || Wealth of Nations|| Monthly XCOM funding increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Country starting bonuses===&lt;br /&gt;
At the beginning of the game, the player may choose the country where the XCOM HQ will be built. This determines the geographical location from which the interceptors in your home continent will deploy, which can have some impact on how easy or difficult interceptions are. In addition, this choice provides a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country, but instead overrides it. It is also not tied to maintaining satellite coverage over the country, as it persists even if your home country satellite is downed. Currently most starting countries have 2 or more starting bonuses to choose from, providing replayability and variety for future campaigns.&lt;br /&gt;
&lt;br /&gt;
If you wish to provide yourself with a more difficult challenge, you can choose &amp;lt;i&amp;gt;On Our Own&amp;lt;/i&amp;gt;, which is available for some starting countries (the richest one on each continent) and provides no starting bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre; width:100%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Country starting bonuses &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%;&amp;quot; | Country !! style=&amp;quot;width:10%;&amp;quot; | Continent !! style=&amp;quot;width:12%;&amp;quot; | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America||  Patriae Semper Vigilis||  All soldiers receive +5 will. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || Per Ardua Ad Astra || All soldiers receive +5 ability points for stat rolls upon recruitment.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America ||  Jungle Scouts||  Early armors ([[Tac Vest (Long War)|Tac Vest]] and [[Tac Armor (Long War)|Tac]], [[Kestrel Armor (Long War)|Kestrel]], [[Phalanx Armor (Long War)|Phalanx]] and [[Aurora Armor (Long War)|Aurora]] Armors) receive an additional small item slot until [[Foundry (Long War)#General Equipment Upgrades|Tactical Rigging]] is developed.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America || Expertise || +15% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America || On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America || Advanced Preparations|| [[Facilities (Long War)|XCOM HQ]] starts with a [[Laboratory (Long War)|Laboratory]] and [[Workshop (Long War)|Workshop]] already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America|| Cadre || Start with four Corporals in the Barracks, one of each supraclass.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || Wei Renmin Fuwu || Start with a [[Workshop (Long War)|Workshop]] and [[Repair Bay (Long War)|Repair Bay]] already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || Xenological Remedies|| 100% bonus cash from alien corpse and wreck [[Gray_Market_(Long_War)|sales]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || Deus Ex || 50% reduction in [[Gene Mods (Long War)|Gene Mods&#039;]] Meld and cash cost and modification time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa || Gift of Osiris || Fatigue from [[Psionic (Long War)|Psi-powers]], [[Gene Mods (Long War)|Gene Mods]], and [[Officers (Long War)|Officer ranks]] reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa || For the Sake of Glory || Start with [[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Repair]] Foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe || Quai d&#039;Orsay || Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and Intel scans cost 40% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe || Foreign Legion || Start with 20 additional soldiers in the Barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || Skunkworks || XCOM HQ starts with the [[Foundry (Long War)|Foundry]] already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || Baumeister || Facility construction time reduced by 33%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || NeoPanzers || 50% reduction in cash, alloy and elerium required for [[MEC Trooper (Long War)|MEC]] and [[S.H.I.V. (Long War)|SHIV]] primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia || Jai Jawan || Start with 2 additional interceptors in your home base and [[Foundry (Long War)#Aerospace Improvements|Elerium Afterburners]] Foundry project, granting extended interception time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Ring of Fire || XCOM HQ has 3 additional Steam Vents.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Ghost In the Machine || [[S.H.I.V. (Long War)|SHIVs]] receive +10 aim, and you start the campaign with two SHIVs in the Barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Kiryu-Kai Commander || Start with a Master Sergeant of a random class on your roster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || Robotics || +5 bonus aim for new [[S.H.I.V. (Long War)|SHIVs]] and [[MEC Trooper (Long War)|MEC Troopers]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || Wealthy Benefactor|| Start with 500 bonus cash.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || Ancient Artifact || Start the campaign with an [[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]] small item.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || Legacy of Uxmal || 20% bonus to [[Psionic (Long War)|psionic]] training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa || Pax Nigeriana || All soldiers receive +1 mobility.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa || The Old Path || 50% reduction in [[Psionic (Long War)|psi]] training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa ||  On Our Own || No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe || Sukhoi Company || Start with [[Foundry (Long War)#Aerospace Improvements|Improved Avionics]] Foundry project, granting +10% to hit during [[Air Combat (Long War)|air combat]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe || Roscosmos || Start with an additional [[Satellite Uplink (Long War)|Satellite Uplink]], and all Satellites cost 50% less to build.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa || Resourceful || Start with [[Foundry (Long War)#Material Recovery|Alien Metallurgy]] and Improved Salvage Foundry projects (bonus alien alloys and weapon fragments).&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa || Survival Training || All soldiers receive +1 hit point.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || Special Air Service || All soldiers receive +3 aim.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || Their Finest Hour || Start with [[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]] Foundry project, granting interceptor weapons increased armor piercing capabilities.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || Sandhurst || 33% reduction in ranks required to unlock [[Officer Training School (Long War)|Officer Training School]] projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || Special Warfare School || [[Officer Training School (Long War)|Officer Training School]] projects cost 90% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || Cheyenne Mountain || XCOM HQ starts with all [[Access Lift (Long War)|elevators]] already built, and excavation costs are reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || We Have Ways || 75% reduction in time to complete [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || On Our Own || No unique bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Country satellite bonuses===&lt;br /&gt;
These are secondary bonuses that you obtain for deploying a satellite to orbit a given country. Some of them have are similar in kind to one of the starting bonuses for that country, albeit with a lesser benefit. The bonus is temporarily lost if the satellite is downed by a UFO, as well as when the country leaves the XCOM project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;align:centre; width:100%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px;&amp;quot;| Country satellite bonuses &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Country !! style=&amp;quot;width:10%;&amp;quot; | Continent !! style=&amp;quot;width:12%;&amp;quot; | New staff member per month !! | Name !! | Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America || +1 Engineer || Bounties || 20% bonus cash from [[Missions_(Long_War)#Alien_Abductions|abductions]]. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || +1 Engineer || Army of the Southern Cross || +2 bonus aim for newly promoted [[Gunner (Long_War)|Gunner]] and [[Rocketeer (Long_War)|Rocketeer]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America || +1 Scientist || Expertise || +10% bonus to research credits from [[Research_(Long_War)#Alien_Interrogations|interrogations]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America || +1 Scientist || Task Force Arrowhead || +2 bonus will for new [[Engineer (Long_War)|Engineer]] and [[Medic (Long_War)|Medic]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia || +1 Engineer || Xenological Remedies || 34% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa || +1 Engineer || Call to Arms || 25% reduction in [[Soldiers_(Long_War)#Fatigue|fatigue]] from [[Gene Mods (Long War)|Gene Mods]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe || +1 Scientist || Cyberware || 20% reduction in meld required for [[Primary_Weapons_(Long_War)#MEC_primary_weapons|MEC primary weapons]] and [[Equipment_(Long_War)#MEC_equipment|tactical subsystems]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe || +1 Engineer || NeoPanzers || 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia || +1 Engineer || Jai Vidwan || +5% research bonus for each [[Laboratory (Long_War)|Laboratory]] adjacency.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia || +1 Scientist || Robotics || +2 bonus aim for new [[S.H.I.V. (Long_War)|SHIVs]] and [[MEC Trooper (Long_War)|MEC Troopers]].&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America || +1 Engineer || Legacy of Uxmal || 10% bonus to [[Psionic (Long_War)|psionic]] training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa || +1 Scientist || The Old Path || 20% reduction in [[Psionic (Long_War)|psi]] training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe || +1 Scientist || Spetznaz || +1 bonus HP for new [[Infantry (Long_War)|Infantry]] and [[Assault (Long_War)|Assault]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa || +1 Scientist || 1st Recce || +2 bonus defense for newly promoted [[Sniper (Long_War)|Sniper]] and [[Scout (Long_War)|Scout]] soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe || +1 Scientist || Cadre || 15% reduction in ranks required to unlock [[Officer Training School (Long War)|Officer Training School]] projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-top:6px;&amp;quot; | [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America || +1 Scientist || We Have Ways || 25% reduction in time to complete [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Council interaction with XCOM==&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and [[Missions (Long War)#Alien Base Assault|assaulting that base]] will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send an [[UFOs (Long War)#Overseer|Overseer]] into countries via an [[Alien Missions (Long War)#Infiltrate|Infiltrate mission]], taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
: &#039;&#039;Main article: [[Council Missions (Long War)]]&lt;br /&gt;
&lt;br /&gt;
Each month, typically between the 14th and 28th of a given month, the council will request that XCOM complete a (sometimes quite difficult) mission in exchange for rewards that can include credits, scientists, engineers, reward soldiers, and even the occasional bit of elerium. Missions tend to come in five types: &amp;quot;Asset Recovery&amp;quot;, which entails defeating all enemies on the map, &amp;quot;Bomb Disposal&amp;quot;, which requires XCOM to buy time until it can find and disable a bomb, &amp;quot;Target Escort&amp;quot;, which involves safely escorting a civilian target to the extraction point, &amp;quot;Target Extraction&amp;quot;, which involves locating a civilian escort on site and escorting them back to the Skyranger, and finally &amp;quot;Special&amp;quot;, which include the DLC campaigns Progeny and Slingshot. All missions include special scripted enemy drop-ins. See [[Council Missions (Long War)|the main article]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Panic===&lt;br /&gt;
: &#039;&#039;See also: [[Panic (Long War)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Panic (Long War)|Country Panic]] works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels.&lt;br /&gt;
&lt;br /&gt;
At the strategic layer, there are three main panic-generating activities that the aliens can conduct: [[Alien Missions (Long War)#Terrorize|Terror Attacks]], [[Alien Missions (Long War)#Bomb|Bombing campaigns]], and [[Alien Missions (Long War)#Abduction|Abductions]]. Furthermore, the aliens will mount [[Alien Missions (Long War)|UFO sorties]] for virtually all activities except [[Missions (Long War)#Council Missions|Council Missions]]; this allows you the opportunity to shoot their craft out of the air.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Abduction|Abductions]]&#039;&#039;&#039; are no longer the most significant source of panic generation, as they are no longer mutually-exclusive. While they spike panic significantly in a region if successful (+20 if XCOM fails the mission), it&#039;s not hard to beat the mission and avoid this.&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Terrorize|Terror Attacks]]&#039;&#039;&#039; are now the primary source of panic. Every civilian death raises panic by +3 in the target country and +1 continent-wide. Failures cause the immediate withdrawal of the country and +20 panic continent-wide.&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Bomb|Bombing campaigns]]&#039;&#039;&#039; are a new mission type that the aliens can conduct at the strategic layer. They increase panic in a target country by 10, or less if the UFO craft is damaged. Unlike Abductions and Terror missions, you are not able to deploy to a mission site without first detecting the UFO with your satellite coverage, so while it provides the smallest increase in panic of any type it can be difficult to respond to.&lt;br /&gt;
* &#039;&#039;&#039;[[Alien Missions (Long War)#Infiltrate|Infiltration]]&#039;&#039;&#039; missions do not increase panic, per se, but have the same functional effect as maxing out panic: they cause the country to immediately leave the XCOM project. One country will do so automatically at the beginning of the game, and thereafter the aliens can only do this more often when snowballing at the strategic layer.&lt;br /&gt;
&lt;br /&gt;
As with vanilla, countries will leave the XCOM project and cease all funding and support (including satellite bonuses, but not country starting bonuses) if panic levels are allowed to rise too much; countries have a chance to leave starting at 95 panic or higher (see [[Panic (Long War)|Country Panic]]).&lt;br /&gt;
&lt;br /&gt;
Fortunately, another mechanic that Long War introduces is the ability to return countries back to the project. This is accomplished by [[Missions (Long War)#Alien Base Assault|raiding]] the [[Alien Deployment (Long War)#Alien Bases|alien base]] located within the country, a mission that, while required for progression as with vanilla, is no longer a one-off event and can be completed for each country that leaves the XCOM project due to accumulated panic or other means, serving as something of a comeback mechanic if XCOM falls behind.&lt;br /&gt;
&lt;br /&gt;
===Requests===&lt;br /&gt;
:&#039;&#039;Main Article: [[Council Requests (Long War)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level. It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country. All countries start at 0 and each request completed adds +10.&lt;br /&gt;
&lt;br /&gt;
===Funding===&lt;br /&gt;
As with vanilla, funding from countries with deployed satellites comprises a significant portion of your monthly income. Unlike vanilla, all countries provide you with a small amount of money even without a satellite (unless they withdraw from the XCOM project). This free funding scales with difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §90&lt;br /&gt;
*Mexico: §80&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §70&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §80&lt;br /&gt;
*South Africa: §70&lt;br /&gt;
*Nigeria: §80&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §100&lt;br /&gt;
*Australia: §80&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;
!colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Gray Market (Long War)|Gray Market]]&lt;br /&gt;
* [[Panic (Long War)|Panic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Situation Room (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Panic_(Long_War)&amp;diff=119246</id>
		<title>Panic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Panic_(Long_War)&amp;diff=119246"/>
		<updated>2024-06-17T00:00:39Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Changes in Panic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|22}}&lt;br /&gt;
&lt;br /&gt;
Panic in Long War is a smooth scale from 0-100, not the 5-point scale as seen in EU2012. For more details, on how panic relates to council members, see [[The Council (Long War)]].&lt;br /&gt;
&lt;br /&gt;
==Changes in Panic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;&lt;br /&gt;
* UFO Escapes Untouched: +2 in country (reduced to 0 by dealing damage or raiding it if it lands)&lt;br /&gt;
* [[Alien_Missions_(Long_War)#Bomb|Bombing campaign]]: +8 (reduced in direct proportion to damage dealt to the UFO, untouched UFO panic *also* applies)&lt;br /&gt;
* Shooting down/raiding a UFO: -2 in country (You get -2 for shooting down a UFO, then another -2 for raiding it)&lt;br /&gt;
* Launching a Satellite: -10 in country, no change across continent&lt;br /&gt;
* Losing a Satellite: +25 in country, +5 across continent&lt;br /&gt;
* Alien Entertainment [[Council Requests (Long War)|Council Requests]]: -20 in requesting country&lt;br /&gt;
* Sectoid Commander [[Council Requests (Long War)|Council Requests]]: -20 in requesting country&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
* [[Missions (Long War)#Terror Site|Terror mission]]: +3 per killed civilian in country, +1 per killed civilian across continent&lt;br /&gt;
* [[Missions (Long War)#Terror Site|Terror mission]] failed/aborted/ignored: Country suffering from terror mission leaves XCOM project, +20 across continent&lt;br /&gt;
* Thwarting an [[Missions (Long War)#Abduction|Abduction]]: -2 in country&lt;br /&gt;
* Failing an [[Missions (Long War)#Abduction|Abduction]]: +25 in country, +20 across continent for classic and harder.&lt;br /&gt;
* [[Missions (Long War)#Alien Base Assault|Raiding an Alien base]]: -20 in country, -5 across continent&lt;br /&gt;
* [[Missions (Long War)#EXALT Base Assault|Raiding the EXALT base]]: -5 worldwide&lt;br /&gt;
* Complete a [[Council Missions (Long War)#Bomb Disposal|Bomb Disposal]] Council mission: -40 in country&lt;br /&gt;
* Fail a [[Council Missions (Long War)#Bomb Disposal|Bomb Disposal]] Council mission: +40 in country&lt;br /&gt;
* Other [[Council Missions (Long War)|council mission]] rewards: -0 to -60 to country (varies by mission)&lt;br /&gt;
* Fail a [[Council Missions (Long War)|council mission]]: +0 to +40 to country (varies by mission)&lt;br /&gt;
* Completing a [[Missions (Long War)#EXALT Missions|covert operation]]: -20 in country&lt;br /&gt;
&lt;br /&gt;
Note that there is also a 50% chance of adding +15 panic to any panic causing event if there is an active and hidden EXALT cell on the same continent as the target country. For example, an ignored and successful air raid in France has a 50% chance of causing +25 panic total if there is an active and hidden EXALT cell somewhere in Europe.&lt;br /&gt;
&lt;br /&gt;
==Country Defection==&lt;br /&gt;
At the end of the month, a country may leave the council if their panic is too high (i.e. &amp;gt; 95). Note that aliens can run an [[Alien_Missions_(Long_War)#Infiltration|infiltration mission]] to cause a country to leave immediately.&lt;br /&gt;
&lt;br /&gt;
* Chance of defection, no sats nearby: current panic level (ie, at least 95%)&lt;br /&gt;
* Chance of defection, one or more sat on same continent: 90%&lt;br /&gt;
* Chance of defection, country has sat: 50%&lt;br /&gt;
&lt;br /&gt;
==Satellite Panic Reduction==&lt;br /&gt;
Once per month, satellites can help control panic:&lt;br /&gt;
&lt;br /&gt;
* 50% chance of -5 panic if Panic &amp;gt; 95&lt;br /&gt;
* 10% chance of -5 panic if Panic &amp;gt; 80&lt;br /&gt;
* no reduction if panic &amp;lt; 80&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Situation Room (Long War)]]&lt;/div&gt;</summary>
		<author><name>DjinnFor</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=119244</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=119244"/>
		<updated>2024-06-16T22:20:20Z</updated>

		<summary type="html">&lt;p&gt;DjinnFor: /* Alien Autopsies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|45}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Lab&#039;&#039;&#039; houses the research team, headed by Dr. Vahlen.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Start New Research Project&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Change Research Project&#039;&#039;&#039;. If necessary, this can be done at any time. The progress achieved in the current project won&#039;t be lost.&lt;br /&gt;
*&#039;&#039;&#039;Access Research Archives&#039;&#039;&#039;. Here you can see information about projects that have already been completed.&lt;br /&gt;
*&#039;&#039;&#039;Review Research Credits&#039;&#039;&#039;. View the research credits gained from completed interrogations.&lt;br /&gt;
*&#039;&#039;&#039;Visit the Gene Lab&#039;&#039;&#039;. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can undergo genetic modification at any one time. See [[Genetics Lab (Long War)]].&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All Council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&lt;br /&gt;
==Research Speed==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* Each [[Laboratory (Long War)|Laboratory]] additively increases the effectiveness of scientists by 20%.&lt;br /&gt;
* Each adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] additively increases the effectiveness of scientists by 10%.&lt;br /&gt;
* Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
* Expertise (Brazil&#039;s starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.&lt;br /&gt;
* &amp;lt;b&amp;gt;FORMULA:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus&amp;lt;/i&amp;gt;, with creditBonus = 0.75, brazilExpertiseBonus = 0.85&lt;br /&gt;
&lt;br /&gt;
==Tech Tree==&lt;br /&gt;
:&#039;&#039;See [[Media:Tech_Tree (Long War).jpg|Long War Tech Tree]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a Foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only require a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related Council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;[[Foundry_(Long_War)|Foundry]]&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Sectoids]] || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || [[Gene Mods (Long War)#Gene mods|Smart Macrophages]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Thin Men]] || 6&lt;br /&gt;
| Thin Man Interrogation || [[Foundry (Long War)#General Equipment Upgrades|Improved Medikit]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Support grenades|Chem Grenade]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gene Mods (Long War)#Gene mods|Muscle Fiber Density]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Thin Man Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Floaters]] || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || [[Foundry (Long War)#General Mechanical Unit Upgrades|Shaped Armor]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Special ammunition|Flak Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Air Combat (Long War)#Modules|Uplink Targeting (Aim)]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Floater Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 [[Alien_Artifacts_(Long_War)#Aliens|Mutons]] || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || [[Foundry (Long War)#General Weapon Upgrades|Ammo Conservation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Alien Grenades]] || - || [[Gene Mods (Long War)#Gene mods|Adrenal Neurosympathy]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Muton Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Berserkers]] || 10&lt;br /&gt;
| Berserker Interrogation || [[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Close Combat]] || [[Equipment (Long War)#Utility devices|Combat Stims]] || [[Gene Mods (Long War)#Gene mods|Neural Damping]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Berserker Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Sectoid Commanders]] || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Mind Merge]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Sectoid Commander Corpses]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council Requests (Long War)#Artifact Sales|Artifact Sales: Alien Stasis Tank]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council Requests (Long War)#Artifact Sales|Artifact Sales: Alien Surgery]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Heavy Floaters]] || 10&lt;br /&gt;
| Heavy Floater Interrogation || [[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Repair]] || [[Equipment (Long War)#SHIV modules|Damage Control Pod]] || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Heavy Floater Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Muton Elites]] || 10&lt;br /&gt;
| Muton Elite Interrogation || [[Foundry (Long War)#General Equipment Upgrades|Tactical Rigging]] || - || [[Gene Mods (Long War)#Gene mods|Secondary Heart]] ||  [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Muton Elite Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Ethereals]] || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || [[Psionic_(Long_War)#Psi-abilities|Telekinetic Field]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Ethereal Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Drones]] || 3&lt;br /&gt;
| - || [[Foundry (Long War)#General Mechanical Unit Upgrades|Field Repairs]] || [[Equipment (Long War)#MEC equipment|Holo-Targeter]] || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Drone Wrecks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Seekers]] || 6&lt;br /&gt;
| - || [[Foundry (Long War)#Aerospace Improvements|UFO Countermeasures]] || [[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Protective gear|Chameleon Suit]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Utility devices|Shadow Device]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gene Mods (Long War)#Gene mods|Bioelectric Skin]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Seeker Wrecks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 [[Alien_Artifacts_(Long_War)#Aliens|Chryssalids]] || 9&lt;br /&gt;
| - || - || [[Equipment (Long War)#Protective gear|Chitin Plating]] || [[Gene Mods (Long War)#Gene mods|Adaptive Bone Marrow]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Chryssalid Carcasses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Cyberdiscs]] || 7&lt;br /&gt;
| - || [[Foundry (Long War)#SHIV-Specific Upgrades|Sentinel Drone]] || [[Equipment (Long War)#SHIV modules|Autosentry Turret]] || [[Gene Mods (Long War)#Gene mods|Iron Skin]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Air Combat (Long War)#Modules|Defensive Matrix (Dodge)]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Cyberdisc Wrecks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Mechtoids]] || 18&lt;br /&gt;
| - || [[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Protective gear|Psi Screen]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#MEC equipment|Tactical Sensors]]&amp;lt;/font&amp;gt; || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Mechtoid Cores]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 [[Alien_Artifacts_(Long_War)#Aliens|Sectopods]] || 25&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#MEC equipment|Battle Computer]]&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#SHIV modules|Weapon Supercooler]] || - || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Sectopod Wrecks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type by 25%, and often also unlock related Council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;[[Foundry (Long War)|Foundry]]&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Sectoid Captive]] || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Psi Inspiration]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Sectoid Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Repair]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Base Security Upgrades|Advanced Surgery]]&amp;lt;br&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Drone Capture]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Improved Medikit]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Close Combat]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Thin Man Captive]] || 10&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Regen Biofield]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Thin Man Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Supercapacitators]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Floater Captive]] || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Floater Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Armored Fighters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Elerium Afterburners]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Improved Avionics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Super Skyranger]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Countermeasures]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Tracking]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Wingtip Sparrowhawks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Muton Captive]] || 14&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Distortion Field]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Muton Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#Pistol Upgrades|Mag Pistols]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Quenchguns]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Pistol Upgrades|Rail Pistols]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Wingtip Sparrowhawks]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Berserker Captive]] || 20&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Psi Panic]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Berserker Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Armored Fighters]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Shaped Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Tactical Rigging]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Sectoid Commander Captive]] || 35&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Psychokinetic Strike]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Sectoid Commander Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Heavy Floater Captive]] || 18&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Heavy Floater Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#Pistol Upgrades|Reflex Pistols]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Muton Elite Captive]] || 25&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Pyrokinesis]] || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Muton Elite Captive]]&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Ammo Conservation]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 [[Alien Artifacts (Long War)#Aliens|Ethereal Captive]] || 50&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || [[Psionic_(Long_War)#Psi-abilities|Mind Control]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;[[Psionic_(Long_War)#Psi-abilities|Rift]]&#039;&#039;&amp;lt;/font&amp;gt; || [[Council_Requests_(Long_War)#Prisoner_Transfer|Prisoner Transfer: Ethereal Captive]] || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a [[UFOs (Long War)|UFO]] has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 10% damage bonus against all UFOs of the same type. Also, once &#039;&#039;[[Foundry_(Long_War)#Aerospace_Improvements|UFO Scanners]]&#039;&#039; [[Foundry (Long War)|Foundry]] project is completed, you can view the UFO&#039;s remaining health during [[Air Combat (Long War)|Air Combat]].&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Scout|Scout]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || 10% Bonus Damage to [[UFOs (Long War)#Scout|Scouts]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Scout|Scouts]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Fighter|Fighter]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt; mission completed || 3 || 10% Bonus Damage to [[UFOs (Long War)#Fighter|Fighters]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Fighter|Fighters]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Raider|Raider]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to [[UFOs (Long War)#Raider|Raiders]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Raider|Raiders]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Destroyer|Destroyer]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to [[UFOs (Long War)#Destroyer|Destroyers]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Destroyer|Destroyers]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Abductor|Abductor]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to [[UFOs (Long War)#Abductor|Abductors]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Abductor|Abductors]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Harvester|Harvester]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to [[UFOs (Long War)#Harvester|Harvesters]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Harvester|Harvesters]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Transport|Transport]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to [[UFOs (Long War)#Transport|Transports]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Transport|Transports]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Terror Ship|Terror Ship]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to [[UFOs (Long War)#Terror Ship|Terror Ships]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Terror Ship|Terror Ships]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Assault Carrier|Assault Carrier]] [[Missions (Long War)#UFO Crash Site|Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to [[UFOs (Long War)#Assault Carrier|Assault Carriers]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Assault Carrier|Assault Carriers]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Battleship|Battleship]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to [[UFOs (Long War)#Battleship|Battleships]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Battleship|Battleships]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[UFOs (Long War)#Overseer|Overseer]] [[Missions (Long War)#UFO Crash Site|Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to [[UFOs (Long War)#Overseer|Overseers]]&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from [[UFOs (Long War)#Overseer|Overseers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&lt;br /&gt;
&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || [[Equipment (Long War)#Weapon attachments|Targeting Module]] || [[Council Requests (Long War)#Corpse Sales|Artifact Sales: Sectoid Corpses]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Equipment (Long War)#Utility devices|Arc Thrower]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#Arc Rifle|Arc Rifle]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || [[Gene Mods (Long War)#Gene mods|Depth Perception]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Gene Mods (Long War)#Gene mods|Hyper-Reactive Pupils]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || [[Armor (Long War)#Soldier armor|Aurora Armor]] || [[Psionic_(Long_War)#Psi-abilities|Mindfray]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Psionic_(Long_War)#Psi-abilities|Neural Feedback]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || - || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)#Story related items|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || [[Alien Artifacts (Long War)#Story related items|Skeleton Key]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 40 || - || 25&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]&amp;lt;br&amp;gt;[[Equipment (Long War)#MEC equipment|Incinerator Module]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]] || [[Foundry (Long War)#Base Security Upgrades|Advanced Surgery]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || Psionics || Xenoneurology || [[Alien Artifacts (Long War)#Story related items|Hyperwave Beacon]]&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Support grenades|Mimic Beacon]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Alien Entertainment]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)#Story related items|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as Council requests for these materials.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| [[Foundry (Long War)#Material Recovery|Alien Metallurgy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Material Recovery|Improved Salvage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]&lt;br /&gt;
| [[Equipment (Long War)#Protective gear|Alloy Plating]]&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Special ammunition|Breaching Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Special ammunition|Shredder Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#SHIV modules|HEAT Ammo]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Air Combat (Long War)#Modules|UFO Tracking (Boost)]]&amp;lt;/i&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
| [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Alien Alloys]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Elerium]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Meld]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Pistol Upgrades|Mag Pistols]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]&lt;br /&gt;
| [[Equipment (Long War)#Weapon attachments|SCOPE]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]] || [[Council Requests (Long War)#Artifact Sales|Artifact Sales: Weapon Fragments]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
| [[Equipment (Long War)#SHIV modules|Smartshell Pod]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 [[Alien_Artifacts_(Long_War)#Alien_devices|UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers]] || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: UFO Flight Computers]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Aerospace Improvements|Super Skyranger]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Armored Fighters]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Improved Avionics]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Penetrator Weapons]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Wingtip Sparrowhawks]]&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Scanners]] || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#SHIV modules|Elerium Turbos]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 [[Alien_Artifacts_(Long_War)#Alien_devices|UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources]] || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| [[Foundry (Long War)#Material Recovery|Alien Nucleonics]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Improved Arc Thrower]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|UFO Tracking]] || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || [[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: UFO Power Sources]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 [[Alien_Artifacts_(Long_War)#Alien_devices|UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources]] || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Aerospace Improvements|Elerium Afterburners]] || [[Air Combat (Long War)#Aircraft|Firestorm]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || [[Foundry (Long War)#Base Security Upgrades|Base Security: Armor]] || [[Armor (Long War)#Soldier armor|Phalanx Armor]]&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Armor (Long War)#Soldier armor|Aurora Armor]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Protective gear|Reinforced Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Armor (Long War)#SHIV units|Alloy SHIV]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]] || [[Armor (Long War)#Soldier armor|Kestrel Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Carapace Armor]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Armor (Long War)#Soldier armor|Banshee Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Aegis Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Protective gear|Impact Vest]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Armor (Long War)#Soldier armor|Corsair Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Titan Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] || [[Armor (Long War)#Soldier armor|Seraph Armor]]&amp;lt;br /&amp;gt;[[Armor (Long War)#Soldier armor|Archangel Armor]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Equipment (Long War)#MEC equipment|The Thumper]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Armor (Long War)#SHIV units|Hover SHIV]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || [[Foundry (Long War)#Aerospace Improvements|Stealth Satellites]] || [[Armor (Long War)#Soldier armor|Shadow Armor]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || [[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || [[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || [[Armor (Long War)#Soldier armor|Vortex Armor]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam&amp;lt;br&amp;gt;Lasers || [[Foundry (Long War)#Base Security Upgrades|Base Security: Weapons]]&lt;br /&gt;
| [[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Pistols|Laser Pistol]]&amp;lt;br /&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Heater]]|| [[Council Requests (Long War)#Arms Sales|Arms Sales: Laser Rifles]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]&lt;br /&gt;
| [[Primary Weapons (Long War)#Battle_Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]] || [[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss&amp;lt;br&amp;gt;Weapons || [[Foundry (Long War)#Pistol Upgrades|Rail Pistols]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns]]&lt;br /&gt;
| [[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Weapon Upgrades|Quenchguns]] || [[Primary Weapons (Long War)#Battle_Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Rocket_Launchers|Recoilless Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || [[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Blaster]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#Aerospace Improvements|Supercapacitors]] || [[Primary Weapons (Long War)#Battle_Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Foundry (Long War)#General Equipment Upgrades|Drone Capture]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Utility devices|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistols]] || 50&lt;br /&gt;
| - || [[Foundry (Long War)#Pistol Upgrades|Reflex Pistols]] || [[Secondary Weapons (Long War)#Pistols|Plasma Pistol]]&amp;lt;br /&amp;gt;[[Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]] || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Pistols]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbines]] || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || [[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]] || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Carbines]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifles]] || 90&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || [[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]] || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Rifle]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapons]] || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || [[Primary Weapons (Long War)#Battle_Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Council Requests (Long War)#Arms Sales|Arms Sales: Alien Heavy Weapon]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || [[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] || [[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]] || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || [[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]] || [[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || 1 [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]&amp;lt;br&amp;gt;(not consumed) || 120&lt;br /&gt;
| - || - || [[Secondary Weapons (Long War)#Rocket_Launchers|Blaster Launcher]] || [[Air Combat (Long War)#Interceptor Weapons|Fusion Lance]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Council_Requests_(Long_War)#Artifact_Sales|Artifact Sales: Fusion Core]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&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>DjinnFor</name></author>
	</entry>
</feed>