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	<updated>2026-05-03T10:33:46Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=123517</id>
		<title>Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=123517"/>
		<updated>2025-07-25T07:48:03Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: /* Difficulty levels */  add starting funds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|2}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m fairly new to XCOM. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m an XCOM veteran. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But I&#039;m really awesome at --&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry to interrupt, but just start with Normal. We don&#039;t have easy difficulties in this mod that hold your hand while you learn the ropes and we&#039;ve removed every bit of code we can find that cheats for the player on the lower difficulties. It&#039;s going to be hard. The other difficulties are just harder versions of Normal; feel free to move up when you get a handle on all the new mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OMG, this is hard. I&#039;m having to save and load lots to win all my missions&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are not intended to win every mission, and in fact if you do you&#039;ll have a very imbalanced game. You can and will see Supply Ships and Battleships in March or April and you&#039;re not intended to beat them. Take heart though, Long War is balanced around winning some and losing some. You can get countries back if you lose them and you can keep fighting as long as even one country supports you. You&#039;re expected to have dozens of soldiers on your roster, so losing your highest ranked sniper isn&#039;t the end of the world. There will be a lot of UFOs to assault, so if you don&#039;t shoot some down or fail to assault them there will be many more.&lt;br /&gt;
&lt;br /&gt;
==Difficulty levels==&lt;br /&gt;
In general, higher difficulties cause you to have less resources at your disposal, while there are stronger and more numerous Aliens present on tactical missions. Aliens also accelerate their troop upgrades, granting them extra abilities and stats.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*Drones, Floaters, and Heavy Floaters have -5 defense.&lt;br /&gt;
*Floaters also have -1 mobility.&lt;br /&gt;
*All Elite EXALT units have -1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*More weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 40% more Alien alloys.&lt;br /&gt;
*More elerium is recovered from UFO Power Sources.&lt;br /&gt;
*Alien troop upgrade rate is at 70%.&lt;br /&gt;
*Council members with satellite coverage grant 110% of their maximum funding.&lt;br /&gt;
*Council members without satellite coverage grant 50% of their maximum funding.&lt;br /&gt;
*200 points of panic is spread to Council members at game start.&lt;br /&gt;
*XCOM base gets +2 &amp;quot;free&amp;quot; power.&lt;br /&gt;
*XCOM starts with $600 funds&lt;br /&gt;
&lt;br /&gt;
===Classic===&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +5 aim.&lt;br /&gt;
*Thin Men and Outsiders gain +5 extra aim (+10 total).&lt;br /&gt;
*Floaters have -5 defense.&lt;br /&gt;
*All EXALT units get +1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Slightly more weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 20% more Alien alloys.&lt;br /&gt;
*Alien troop upgrade rate is at 100%.&lt;br /&gt;
*Council members without satellite coverage grant 40% of their maximum funding.&lt;br /&gt;
*400 points of panic is spread to Council members at game start.&lt;br /&gt;
*XCOM starts with $500 funds&lt;br /&gt;
&lt;br /&gt;
===Brutal===&lt;br /&gt;
&#039;&#039;Note that these base values mentioned do not include leader, navigator or alien research bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin Men gain extra +5 aim (+15 total).&lt;br /&gt;
*Outsiders gain extra +10 aim (+20 total).&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Berserkers have 22 base HP up from 20.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*Mechtoids have 27 base HP up from 25.&lt;br /&gt;
*All EXALT units gain +2 base HP.&lt;br /&gt;
*+5 will: Sectoid.&lt;br /&gt;
*+10 will: Floater, Thin Man, Muton, Heavy Floater, Muton Elite, Chryssalid, Zombie, Mechtoid, Berserker, Outsider, all EXALT.&lt;br /&gt;
*+25 will: Sectoid Commander, Ethereal, Uber Ethereal.&lt;br /&gt;
*Uber Ethereal gains +5 def.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Alien troop upgrade rate is at 110%.&lt;br /&gt;
*Council members without satellite coverage grant 33% of their maximum funding.&lt;br /&gt;
*600 points of panic is spread to Council members at game start.&lt;br /&gt;
*Less elerium is recovered from UFO Power Sources.&lt;br /&gt;
*XCOM starts with $400 funds&lt;br /&gt;
&lt;br /&gt;
===Impossible===&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from Brutal difficulty:&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin Men gain extra +5 aim (+15 total).&lt;br /&gt;
*Outsiders gain extra +10 aim (+20 total).&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*All Exalt units gain +2 base HP.&lt;br /&gt;
&lt;br /&gt;
Changes in Impossible:&lt;br /&gt;
*Sectoids have 4 base HP up from 3.&lt;br /&gt;
*Seekers have 5 base HP up from 4.&lt;br /&gt;
*Berserkers have 27 base HP up from 22.&lt;br /&gt;
*Mechtoids have 30 base HP up from 25.&lt;br /&gt;
*Cyberdiscs have 21 base HP up from 18.&lt;br /&gt;
*Heavy Floaters gain +1 mobility.&lt;br /&gt;
*Sectoids gain extra +5 will (+10 total).&lt;br /&gt;
*Zombies and Mechtoids gain extra +10 will (+20 total).&lt;br /&gt;
*Floaters, Thin Men, Mutons, Heavy Floaters, Muton Elites, Chryssalids, Berserkers, Outsiders, and EXALTs gain extra +15 will (+25 total).&lt;br /&gt;
*Sectoid Commanders, Ethereals, and Uber Ethereal gain extra +10 will (+35 total).&lt;br /&gt;
*Uber Ethereal gains extra +5 def (+10 total).&lt;br /&gt;
*+1 base damage: Muton, Cyberdisc, Chryssalid, Zombie, Outsider, ballistic EXALT.&lt;br /&gt;
*+2 base damage: Sectoid Commander, Heavy Floater, Berserker, Sectopod, Ethereal, Elite EXALT.&lt;br /&gt;
*+3 base damage: Muton Elite, Mechtoid.&lt;br /&gt;
*+4 base damage: Uber Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from Brutal difficulty:&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
Changes in Impossible:&lt;br /&gt;
*Alien troop upgrade rate is at 130%.&lt;br /&gt;
*Council members without satellite coverage grant 25% of their maximum funding.&lt;br /&gt;
*800 points of panic is spread to Council members at game start.&lt;br /&gt;
*XCOM starts with $300 funds&lt;br /&gt;
&lt;br /&gt;
==Easy Levels==&lt;br /&gt;
We really want to support all levels of pain tolerance: since Beta 15e, the Long War download has 4 additional easier difficulty levels included, but you have to make a file change to get them working. Doing this will replace the key settings for the four default difficulties. It does not change static in-game text, so the difficulties will still be labeled &amp;quot;normal&amp;quot;, &amp;quot;classic&amp;quot;, &amp;quot;brutal&amp;quot;, &amp;quot;impossible&amp;quot;; however, this &amp;quot;impossible&amp;quot; is still a bit easier than standard &amp;quot;normal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To play with the easy settings:&lt;br /&gt;
*go to your version of &#039;&#039;C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\Config\&#039;&#039;&lt;br /&gt;
*rename the file &#039;&#039;DefaultGameCore.ini&#039;&#039; to &#039;&#039;AltDefaultGameCore.alt&#039;&#039; or something like that. The goal is disable the usual settings file.&lt;br /&gt;
*rename the file &#039;&#039;DefaultGameCore - Training.ini&#039;&#039; to &#039;&#039;DefaultGameCore.ini&#039;&#039; -- this enables the alternate settings file to be used by the game.&lt;br /&gt;
*after doing this, you MAY have to also delete the file &#039;&#039;XComGameCore.ini&#039;&#039; in your version of &#039;&#039;C:\Users\John\Documents\My Games\XCOM - Enemy Within\XComGame\Config&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This last step is troubleshooting and shouldn&#039;t be necessary for most players, but sometimes the game fails to update the file it actually uses (XComGameCore.ini) with changes to the file users should edit (DefaultGameCore.ini), and this will ensure that the update does take place.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
Changes among difficulties (Normal, Classic, Brutal, Impossible) remain the same as above, unless noted otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Civilian: +4 HP&lt;br /&gt;
* Soldier: +1 HP, +5 Will&lt;br /&gt;
* SHIV: +2 HP&lt;br /&gt;
* Sectoid: (nothing)&lt;br /&gt;
* Drone: -1 HP&lt;br /&gt;
* Outsider: -5 HP&lt;br /&gt;
* Floater: -1 HP&lt;br /&gt;
* Thin Man: -1 HP, -5 Aim&lt;br /&gt;
* Seeker: (nothing)&lt;br /&gt;
* Muton:  -1 HP, -5 Aim, -10 Def&lt;br /&gt;
* Chryssalid: -1 HP, -10 Def&lt;br /&gt;
* Zombie: -4 HP&lt;br /&gt;
* Cyberdisc: -6 HP, -5 Aim&lt;br /&gt;
* Mechtoid: -7 HP&lt;br /&gt;
* Berserker: -5 HP, -10 Def&lt;br /&gt;
* Sectoid Commander: - 5 HP, -10 Def&lt;br /&gt;
* Heavy Floater: -3 HP, -5 Aim, -10 Def&lt;br /&gt;
* Muton Elite: -5 HP, -10 Aim, -10 Def&lt;br /&gt;
* Sectopod: -15 HP&lt;br /&gt;
* Ethereal: -5 HP, -10 Aim, -20 Def&lt;br /&gt;
* Uber Ethereal: -30 HP, -20 Def&lt;br /&gt;
* ballistic EXALT: -2 HP&lt;br /&gt;
* Elite EXALT: -3 HP&lt;br /&gt;
* -15 Def for flying units&lt;br /&gt;
* +1 Motion Tracker charge&lt;br /&gt;
* Arc Thrower stun chances back to vanilla (90%)&lt;br /&gt;
* much lower chance for offscreen kills during terror missions&lt;br /&gt;
* aliens are less likely to use Alien Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +3 base power on Normal, +2 otherwise&lt;br /&gt;
* +10 starting soldiers, -5 credits hiring cost&lt;br /&gt;
* +10% psi training chance, +3 psi training slots&lt;br /&gt;
* -20% soldier XP and  PsiXP requirements&lt;br /&gt;
* Alien troop upgrade rate is 50% slower, Bonus Research starts at -120 (down from -90)&lt;br /&gt;
* Council funding is 150%/140%/130%/120% N/C/B/I (up from 110%/100%/100%/100%)&lt;br /&gt;
* Initial cash amount +200&lt;br /&gt;
* Weapon Fragments from missions x2.5&lt;br /&gt;
* Alloys recovered from UFOs: 200%/170%/140%/120% N/C/B/I (up from 140%/120%/100%/100%)&lt;br /&gt;
* +10 Elerium recovered per UFO Power Source&lt;br /&gt;
* +40% chance to recover artifacts due to EMP Cannon (up from +20%)&lt;br /&gt;
* -60% ship repair and rearm time &lt;br /&gt;
* +5% Interceptor penetration (up from 0%)&lt;br /&gt;
* 50% chance for a Terror mission to hit most panicked country (down from 85%)&lt;br /&gt;
* Initial panic spread down to 200/300/400/500 (from 200/400/600/800 N/C/B/I)&lt;br /&gt;
* -1 panic increase per civilian killed during Terror missions&lt;br /&gt;
* Respirator Implant costs 4 Meld (down from 8 Meld)&lt;br /&gt;
* Alloy Carbide Plating grant 0 extra HP (down from 4) but Extra Conditioning Perk&lt;br /&gt;
* UFO Scanners Foundry project cost down to 20 cash (from 65) but 4 UFO Flight Computers (up from 2)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=123437</id>
		<title>Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=123437"/>
		<updated>2025-07-18T07:43:28Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: changing the alien research item based on the discussion page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|2}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m fairly new to XCOM. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m an XCOM veteran. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But I&#039;m really awesome at --&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry to interrupt, but just start with Normal. We don&#039;t have easy difficulties in this mod that hold your hand while you learn the ropes and we&#039;ve removed every bit of code we can find that cheats for the player on the lower difficulties. It&#039;s going to be hard. The other difficulties are just harder versions of Normal; feel free to move up when you get a handle on all the new mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OMG, this is hard. I&#039;m having to save and load lots to win all my missions&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are not intended to win every mission, and in fact if you do you&#039;ll have a very imbalanced game. You can and will see Supply Ships and Battleships in March or April and you&#039;re not intended to beat them. Take heart though, Long War is balanced around winning some and losing some. You can get countries back if you lose them and you can keep fighting as long as even one country supports you. You&#039;re expected to have dozens of soldiers on your roster, so losing your highest ranked sniper isn&#039;t the end of the world. There will be a lot of UFOs to assault, so if you don&#039;t shoot some down or fail to assault them there will be many more.&lt;br /&gt;
&lt;br /&gt;
==Difficulty levels==&lt;br /&gt;
In general, higher difficulties cause you to have less resources at your disposal, while there are stronger and more numerous Aliens present on tactical missions. Aliens also accelerate their troop upgrades, granting them extra abilities and stats.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*Drones, Floaters, and Heavy Floaters have -5 defense.&lt;br /&gt;
*Floaters also have -1 mobility.&lt;br /&gt;
*All Elite EXALT units have -1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*More weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 40% more Alien alloys.&lt;br /&gt;
*More elerium is recovered from UFO Power Sources.&lt;br /&gt;
*Alien troop upgrade rate is at 70%.&lt;br /&gt;
*Council members with satellite coverage grant 110% of their maximum funding.&lt;br /&gt;
*Council members without satellite coverage grant 50% of their maximum funding.&lt;br /&gt;
*200 points of panic is spread to Council members at game start.&lt;br /&gt;
*XCOM base gets +2 &amp;quot;free&amp;quot; power.&lt;br /&gt;
&lt;br /&gt;
===Classic===&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +5 aim.&lt;br /&gt;
*Thin Men and Outsiders gain +5 extra aim (+10 total).&lt;br /&gt;
*Floaters have -5 defense.&lt;br /&gt;
*All EXALT units get +1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Slightly more weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 20% more Alien alloys.&lt;br /&gt;
*Alien troop upgrade rate is at 100%.&lt;br /&gt;
*Council members without satellite coverage grant 40% of their maximum funding.&lt;br /&gt;
*400 points of panic is spread to Council members at game start.&lt;br /&gt;
&lt;br /&gt;
===Brutal===&lt;br /&gt;
&#039;&#039;Note that these base values mentioned do not include leader, navigator or alien research bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin Men gain extra +5 aim (+15 total).&lt;br /&gt;
*Outsiders gain extra +10 aim (+20 total).&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Berserkers have 22 base HP up from 20.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*Mechtoids have 27 base HP up from 25.&lt;br /&gt;
*All EXALT units gain +2 base HP.&lt;br /&gt;
*+5 will: Sectoid.&lt;br /&gt;
*+10 will: Floater, Thin Man, Muton, Heavy Floater, Muton Elite, Chryssalid, Zombie, Mechtoid, Berserker, Outsider, all EXALT.&lt;br /&gt;
*+25 will: Sectoid Commander, Ethereal, Uber Ethereal.&lt;br /&gt;
*Uber Ethereal gains +5 def.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Alien troop upgrade rate is at 110%.&lt;br /&gt;
*Council members without satellite coverage grant 33% of their maximum funding.&lt;br /&gt;
*600 points of panic is spread to Council members at game start.&lt;br /&gt;
*Less elerium is recovered from UFO Power Sources.&lt;br /&gt;
&lt;br /&gt;
===Impossible===&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from Brutal difficulty:&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin Men gain extra +5 aim (+15 total).&lt;br /&gt;
*Outsiders gain extra +10 aim (+20 total).&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*All Exalt units gain +2 base HP.&lt;br /&gt;
&lt;br /&gt;
Changes in Impossible:&lt;br /&gt;
*Sectoids have 4 base HP up from 3.&lt;br /&gt;
*Seekers have 5 base HP up from 4.&lt;br /&gt;
*Berserkers have 27 base HP up from 22.&lt;br /&gt;
*Mechtoids have 30 base HP up from 25.&lt;br /&gt;
*Cyberdiscs have 21 base HP up from 18.&lt;br /&gt;
*Heavy Floaters gain +1 mobility.&lt;br /&gt;
*Sectoids gain extra +5 will (+10 total).&lt;br /&gt;
*Zombies and Mechtoids gain extra +10 will (+20 total).&lt;br /&gt;
*Floaters, Thin Men, Mutons, Heavy Floaters, Muton Elites, Chryssalids, Berserkers, Outsiders, and EXALTs gain extra +15 will (+25 total).&lt;br /&gt;
*Sectoid Commanders, Ethereals, and Uber Ethereal gain extra +10 will (+35 total).&lt;br /&gt;
*Uber Ethereal gains extra +5 def (+10 total).&lt;br /&gt;
*+1 base damage: Muton, Cyberdisc, Chryssalid, Zombie, Outsider, ballistic EXALT.&lt;br /&gt;
*+2 base damage: Sectoid Commander, Heavy Floater, Berserker, Sectopod, Ethereal, Elite EXALT.&lt;br /&gt;
*+3 base damage: Muton Elite, Mechtoid.&lt;br /&gt;
*+4 base damage: Uber Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from Brutal difficulty:&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
Changes in Impossible:&lt;br /&gt;
*Alien troop upgrade rate is at 130%.&lt;br /&gt;
*Council members without satellite coverage grant 25% of their maximum funding.&lt;br /&gt;
*800 points of panic is spread to Council members at game start.&lt;br /&gt;
&lt;br /&gt;
==Easy Levels==&lt;br /&gt;
We really want to support all levels of pain tolerance: since Beta 15e, the Long War download has 4 additional easier difficulty levels included, but you have to make a file change to get them working. Doing this will replace the key settings for the four default difficulties. It does not change static in-game text, so the difficulties will still be labeled &amp;quot;normal&amp;quot;, &amp;quot;classic&amp;quot;, &amp;quot;brutal&amp;quot;, &amp;quot;impossible&amp;quot;; however, this &amp;quot;impossible&amp;quot; is still a bit easier than standard &amp;quot;normal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To play with the easy settings:&lt;br /&gt;
*go to your version of &#039;&#039;C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\Config\&#039;&#039;&lt;br /&gt;
*rename the file &#039;&#039;DefaultGameCore.ini&#039;&#039; to &#039;&#039;AltDefaultGameCore.alt&#039;&#039; or something like that. The goal is disable the usual settings file.&lt;br /&gt;
*rename the file &#039;&#039;DefaultGameCore - Training.ini&#039;&#039; to &#039;&#039;DefaultGameCore.ini&#039;&#039; -- this enables the alternate settings file to be used by the game.&lt;br /&gt;
*after doing this, you MAY have to also delete the file &#039;&#039;XComGameCore.ini&#039;&#039; in your version of &#039;&#039;C:\Users\John\Documents\My Games\XCOM - Enemy Within\XComGame\Config&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This last step is troubleshooting and shouldn&#039;t be necessary for most players, but sometimes the game fails to update the file it actually uses (XComGameCore.ini) with changes to the file users should edit (DefaultGameCore.ini), and this will ensure that the update does take place.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
Changes among difficulties (Normal, Classic, Brutal, Impossible) remain the same as above, unless noted otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Civilian: +4 HP&lt;br /&gt;
* Soldier: +1 HP, +5 Will&lt;br /&gt;
* SHIV: +2 HP&lt;br /&gt;
* Sectoid: (nothing)&lt;br /&gt;
* Drone: -1 HP&lt;br /&gt;
* Outsider: -5 HP&lt;br /&gt;
* Floater: -1 HP&lt;br /&gt;
* Thin Man: -1 HP, -5 Aim&lt;br /&gt;
* Seeker: (nothing)&lt;br /&gt;
* Muton:  -1 HP, -5 Aim, -10 Def&lt;br /&gt;
* Chryssalid: -1 HP, -10 Def&lt;br /&gt;
* Zombie: -4 HP&lt;br /&gt;
* Cyberdisc: -6 HP, -5 Aim&lt;br /&gt;
* Mechtoid: -7 HP&lt;br /&gt;
* Berserker: -5 HP, -10 Def&lt;br /&gt;
* Sectoid Commander: - 5 HP, -10 Def&lt;br /&gt;
* Heavy Floater: -3 HP, -5 Aim, -10 Def&lt;br /&gt;
* Muton Elite: -5 HP, -10 Aim, -10 Def&lt;br /&gt;
* Sectopod: -15 HP&lt;br /&gt;
* Ethereal: -5 HP, -10 Aim, -20 Def&lt;br /&gt;
* Uber Ethereal: -30 HP, -20 Def&lt;br /&gt;
* ballistic EXALT: -2 HP&lt;br /&gt;
* Elite EXALT: -3 HP&lt;br /&gt;
* -15 Def for flying units&lt;br /&gt;
* +1 Motion Tracker charge&lt;br /&gt;
* Arc Thrower stun chances back to vanilla (90%)&lt;br /&gt;
* much lower chance for offscreen kills during terror missions&lt;br /&gt;
* aliens are less likely to use Alien Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +3 base power on Normal, +2 otherwise&lt;br /&gt;
* +10 starting soldiers, -5 credits hiring cost&lt;br /&gt;
* +10% psi training chance, +3 psi training slots&lt;br /&gt;
* -20% soldier XP and  PsiXP requirements&lt;br /&gt;
* Alien troop upgrade rate is 50% slower, Bonus Research starts at -120 (down from -90)&lt;br /&gt;
* Council funding is 150%/140%/130%/120% N/C/B/I (up from 110%/100%/100%/100%)&lt;br /&gt;
* Initial cash amount +200&lt;br /&gt;
* Weapon Fragments from missions x2.5&lt;br /&gt;
* Alloys recovered from UFOs: 200%/170%/140%/120% N/C/B/I (up from 140%/120%/100%/100%)&lt;br /&gt;
* +10 Elerium recovered per UFO Power Source&lt;br /&gt;
* +40% chance to recover artifacts due to EMP Cannon (up from +20%)&lt;br /&gt;
* -60% ship repair and rearm time &lt;br /&gt;
* +5% Interceptor penetration (up from 0%)&lt;br /&gt;
* 50% chance for a Terror mission to hit most panicked country (down from 85%)&lt;br /&gt;
* Initial panic spread down to 200/300/400/500 (from 200/400/600/800 N/C/B/I)&lt;br /&gt;
* -1 panic increase per civilian killed during Terror missions&lt;br /&gt;
* Respirator Implant costs 4 Meld (down from 8 Meld)&lt;br /&gt;
* Alloy Carbide Plating grant 0 extra HP (down from 4) but Extra Conditioning Perk&lt;br /&gt;
* UFO Scanners Foundry project cost down to 20 cash (from 65) but 4 UFO Flight Computers (up from 2)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=123436</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=123436"/>
		<updated>2025-07-18T07:38:11Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: /* Research Upgrades */  add effect of difficulty in alien upgrades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|25}}&lt;br /&gt;
&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid &amp;quot;Greater Hive Queen&amp;quot; compared to its smaller brethren.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Much like in vanilla, &#039;&#039;&#039;Aliens&#039;&#039;&#039; deploy in [[Alien_Deployment_(Long_War)#Pods|Pods]], which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to wait in one spot rather than patrol. The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on Small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
===Research Upgrades===&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, represented by a hidden variable called [[Alien Research (Long War)|Alien Research]].  This will grant aliens extra stats, and in some cases unlock new perks.&lt;br /&gt;
&lt;br /&gt;
Some upgrades are granted for free to all aliens, whereas other upgrades have only a chance of applying to any given alien. In the latter cases, the aliens sometimes receive a new name, and hence they are named &amp;quot;Variant&amp;quot; upgrades.&lt;br /&gt;
&lt;br /&gt;
Do note the alien research values shown in the tables refer to &#039;&#039;&#039;Classic&#039;&#039;&#039; difficulty, and upgrades will happen slower for &#039;&#039;&#039;normal&#039;&#039;&#039; (70% speed), and faster for &#039;&#039;&#039;brutal&#039;&#039;&#039; (110%) and &#039;&#039;&#039;impossible&#039;&#039;&#039; (130%).&lt;br /&gt;
&lt;br /&gt;
===Pod Leader===&lt;br /&gt;
Each Pod will be led by one &#039;&#039;&#039;Pod Leader&#039;&#039;&#039; alien, possessing both improved stats and new abilities. Pod leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
Pod Leaders initially start at level 0 with standard stats, but as [[Alien Research (Long War)|Alien Research]] progresses, they begin to start being able to acquire higher leader levels. At Alien Research 40, aliens start having chance to roll a level 1 leader for all pods. At each multiple of 40 Alien Research thereafter, an additional level unlocks, up to a maximum of 7 on normal missions. Special level 8 or 9 may appear on special missions, see [[Alien Life Forms (Long War)#Bosses|Bosses]] below. &lt;br /&gt;
&lt;br /&gt;
Below 360 Alien Research, the chance to roll every level of leader for a pod is the same; for example, at Alien Research 120, a pod has a 25% chance to roll a level 3 leader, a 25% chance for a level 2, a 25% chance for a level 1, and a 25% chance for a level 0.&lt;br /&gt;
&lt;br /&gt;
Starting at 360 Alien Research, and all the way up to 600, the chance of rolling any given leader stops being equally likely. The higher alien research, the more the formula is biased towards rolling high leader levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Alien Research (Long War)|Alien&amp;lt;br&amp;gt;Research]]&lt;br /&gt;
! colspan=8 | Alien Leader Level&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7&lt;br /&gt;
|-&lt;br /&gt;
! 0    &lt;br /&gt;
| 100%   || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 40   &lt;br /&gt;
| 50.0%  || 50.0%  || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 80   &lt;br /&gt;
| 33.33% || 33.33% || 33.33% || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 120  &lt;br /&gt;
| 25.0%  || 25.0%  || 25.0%  || 25.0% || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 160  &lt;br /&gt;
| 20.0%  || 20.0%  || 20.0%  || 20.0%  || 20.0%	|| || || &lt;br /&gt;
|-&lt;br /&gt;
! 200  &lt;br /&gt;
| 16.67% || 16.67% || 16.67% || 16.67% || 16.67% || 16.67% || ||&lt;br /&gt;
|-&lt;br /&gt;
! 240  &lt;br /&gt;
| 14.29% || 14.29% || 14.29% || 14.29% || 14.29% || 14.29% || 14.29% ||&lt;br /&gt;
|-&lt;br /&gt;
! 280  &lt;br /&gt;
| 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! 320  &lt;br /&gt;
| 12.5%  &lt;br /&gt;
| 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! 360  &lt;br /&gt;
| 10.0%  || 12.86% || 12.86% || 12.86% || 12.86% || 12.86% || 12.86% || 12.86%&lt;br /&gt;
|-&lt;br /&gt;
! 400  &lt;br /&gt;
| 9.09%  || 9.09%  || 13.64% || 13.64% || 13.64% || 13.64% || 13.64% || 13.64%&lt;br /&gt;
|-&lt;br /&gt;
! 440  &lt;br /&gt;
| 8.33%  || 8.33%  || 8.33%  || 15.0%  || 15.0%  || 15.0%  || 15.0%  || 15.0%&lt;br /&gt;
|-&lt;br /&gt;
! 480  &lt;br /&gt;
| 7.69%  || 7.69%  || 7.69%  || 7.69%  || 17.31% || 17.31% || 17.31% || 17.31%&lt;br /&gt;
|-&lt;br /&gt;
! 520  &lt;br /&gt;
| 7.14%  || 7.14%  || 7.14%  || 7.14%  || 7.14%  || 21.43% || 21.43% || 21.43%&lt;br /&gt;
|-&lt;br /&gt;
! 560  &lt;br /&gt;
| 6.67%  || 6.67%  || 6.67%  || 6.67%  || 6.67%  || 6.67%  || 30.0%  || 30.0%&lt;br /&gt;
|-&lt;br /&gt;
! 600+ &lt;br /&gt;
| 6.25%  || 6.25%  || 6.25%  || 6.25%  || 6.25%  || 6.25%  || 6.25%  || 56.25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tough Leaders====&lt;br /&gt;
&lt;br /&gt;
Certain pods in difficult missions (such as Alien Base Assaults, the EXALT HQ Raid, and lategame EXALT missions) are flagged as &amp;quot;tough&amp;quot; and get a +3 bonus to their alien leader&#039;s level (max 7). These pods can eclipse the normal maximum defined by Alien Research, but leader levels in excess of 7 are reduced to 7.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;35%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ &amp;quot;Tough&amp;quot; Alien Leader Levels&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Alien Research (Long War)|Alien&amp;lt;br&amp;gt;Research]]&lt;br /&gt;
! colspan=5 | &amp;quot;Tough&amp;quot; Leader Level&lt;br /&gt;
|-&lt;br /&gt;
!        3      !! 4      !! 5      !! 6      !! 7&lt;br /&gt;
|-&lt;br /&gt;
! 0   &lt;br /&gt;
| 100%	||        ||        ||        || 			&lt;br /&gt;
|-&lt;br /&gt;
! 40  &lt;br /&gt;
| 50.0%  || 50.0%  ||        ||        || &lt;br /&gt;
|-&lt;br /&gt;
! 80  &lt;br /&gt;
| 33.33% || 33.33% || 33.33% ||        || &lt;br /&gt;
|-&lt;br /&gt;
! 120 &lt;br /&gt;
| 25.0%  || 25.0%  || 25.0%  || 25.0%  || &lt;br /&gt;
|-&lt;br /&gt;
! 160 &lt;br /&gt;
| 20.0%  || 20.0%  || 20.0%  || 20.0%  || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
! 200 &lt;br /&gt;
| 16.67% || 16.67% || 16.67% || 16.67% || 33.33%&lt;br /&gt;
|-&lt;br /&gt;
! 240 &lt;br /&gt;
| 14.29% || 14.29% || 14.29% || 14.29% || 42.86%&lt;br /&gt;
|-&lt;br /&gt;
! 280 &lt;br /&gt;
| 12.50% || 12.50% || 12.50% || 12.50% || 50.0%&lt;br /&gt;
|-&lt;br /&gt;
! 320 &lt;br /&gt;
| 12.50% || 12.50% || 12.50% || 12.50% || 50.0%&lt;br /&gt;
|-&lt;br /&gt;
! 360 &lt;br /&gt;
| 10.00% || 12.86% || 12.86% || 12.86% || 51.43%&lt;br /&gt;
|-&lt;br /&gt;
! 400 &lt;br /&gt;
| 9.09%  || 9.09%  || 13.64% || 13.64% || 54.55%&lt;br /&gt;
|-&lt;br /&gt;
! 440 &lt;br /&gt;
| 8.33%  || 8.33%  || 8.33%  || 15.0%  || 60.0%&lt;br /&gt;
|-&lt;br /&gt;
! 480 &lt;br /&gt;
| 7.69%  || 7.69%  || 7.69%  || 7.69%  || 69.23%&lt;br /&gt;
|-&lt;br /&gt;
! 520 &lt;br /&gt;
| 7.14%  || 7.14%  || 7.14%  || 7.14%  || 71.43%&lt;br /&gt;
|-&lt;br /&gt;
! 560 &lt;br /&gt;
| 6.67%  || 6.67%  || 6.67%  || 6.67%  || 73.33%&lt;br /&gt;
|-&lt;br /&gt;
! 600 &lt;br /&gt;
| 6.25%  || 6.25%  || 6.25%  || 6.25%  || 75.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Appears===&lt;br /&gt;
The &#039;&#039;&#039;Appears&#039;&#039;&#039; data listed for each alien is the lowest time in days it could appear normally (as a Pod Leader) with a time-only based [[Alien Research (Long War)|Alien Research]] progression. [[Alien Research (Long War)#Bonus Research|Bonus Research]] from outside sources (e.g. Alien Bases, XCOM Soldiers left behind on failed missions, etc.) may cause some of these aliens to appear ahead of their schedule. In addition, landed UFOs present the possibility of aliens one [[Alien Research (Long War)#iMonth|iMonth]] (28 days) ahead of their standard schedule during that mission.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader alien, and the leader alien is dependent upon Alien Research progression. For more information on when leader aliens can appear and how pods work, see [[Alien Deployment (Long War)|Alien Deployment]].&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;No Color&#039;&#039;&#039; || &#039;&#039;&#039;Research Upgrades&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These stat boosts are automatically unlocked as soon as Alien Research reaches the required amount, for all aliens of this type (including variants, leaders, and bosses).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #FFB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; || &#039;&#039;&#039;Variants&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These are available to all aliens of this type, including leaders, and sometimes change the name of the alien when inspected in the battlescape. They have a certain chance of appearing, indicated in the &amp;quot;Variant chance&amp;quot; column, which is rolled per alien. A given alien can roll multiple variants, in which case all bonuses apply and the alien takes on the name of the highest-leveled variant. The number of upgraded aliens in a pod is not limited. Variant aliens can only gain (or lose) base damage, hit points, aim, will, or special perk; they never gain defense, mobility, critical chance or anything else.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #FBB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || &#039;&#039;&#039;Leader Upgrades&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These are only available to pod leader aliens of that type. The alien leader&#039;s level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Leaders display the highest-leveled Leader name they have unlocked when inspecting them in the battlescape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #EEF&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Purple&#039;&#039;&#039; || &#039;&#039;&#039;Boss Upgrades&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These rare aliens are level 8 or level 9 Leaders, and only show up in [[Alien Life Forms (Long War)#Bosses|specific situations]]. Reminder that leader upgrades are cumulative, so a level 9 leader gains the upgrades of all previous levels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Support Units==&lt;br /&gt;
Like XCOM&#039;s own support units, these aliens are not especially threatening in a simple firefight, but instead improve the effectiveness of other alien units. They can heal and buff the stronger aliens in the collective, forcing the player to be more thoughtful in their target selection and damage output.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=0&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|damage=3 - 8&lt;br /&gt;
|hp=3 - 14&lt;br /&gt;
|aim=55 - 79&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|regen=0 - 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to &#039;&#039;Mind Merge&#039;&#039;, &#039;&#039;Mindfray&#039;&#039; and &#039;&#039;Psi Panic&#039;&#039;. The good news is that &#039;&#039;Mindfray&#039;&#039; has been altered to only do 1 damage. Be aware that &#039;&#039;Mind Merge&#039;&#039; has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid pod leaders get the &#039;&#039;Low Profile&#039;&#039; perk. All Sectoids technically have the &#039;&#039;Gunslinger&#039;&#039; perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular Sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Sectoids carry Alien Pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses. After &#039;&#039;Xenobiology&#039;&#039; is researched, the Council will request Sectoid Corpses from time to time. Typical requests exchange 6 Sectoids for 1 or 2 scientists, plus a 10% boost to the requesting nation&#039;s defense against panic.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=3 | level1-hp=3 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=12 | level1-will=5 &lt;br /&gt;
| level2-damage=3 | level2-hp=3 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=5 &lt;br /&gt;
| level3-damage=3 | level3-hp=3 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=10 &lt;br /&gt;
| level4-damage=3 | level4-hp=4 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=15 &lt;br /&gt;
| perks={{ListPerks (Long War)|{{Gunslinger (Long War)}}|{{Suppression (Long War)}}|{{Mindfray (Long War)}}|{{Mind Merge (Long War)}}|{{Psi Panic (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)|{{Low Profile (Long War)}}from 270 AR|{{Adaptive Bone Marrow (Long War)}}from 720 AR}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 30 || - || - || +3 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || - || +4 || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || - || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +15 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || +4 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || +4 || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +1 || - || - || - || - || - || +5 || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || +4 || +5 || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || - || - || +5 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +4 || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=0&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=3 - 7&lt;br /&gt;
|hp=3 - 10&lt;br /&gt;
|aim=50 - 70&lt;br /&gt;
|crit=0&lt;br /&gt;
|dr=1 - 2&lt;br /&gt;
|defense=-5 - 7&lt;br /&gt;
|move=12 - 16&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or be attached to Sectoid pods, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill when encountered in packs. A standard or Shredder rocket with the HEAT Ammo perk can make short work of them, however. Variant &amp;amp; Leader Drones have &#039;&#039;Holo-Targeting&#039;&#039;, making them a bit more dangerous when supporting other aliens. Drones also start at 80% size at the beginning of the campaign with a variant upgrade.&lt;br /&gt;
&lt;br /&gt;
A Level 9 Drone, the &#039;&#039;&#039;Atlas Drone&#039;&#039;&#039;, will appear in the 18th Terror mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the &#039;&#039;Field Repairs&#039;&#039; Foundry project and the Holo-Targeter. Later-game, Drone Wrecks are required for several Foundry projects including &#039;&#039;Field Repairs&#039;&#039; (10), &#039;&#039;Drone Capture&#039;&#039; (30), &#039;&#039;Improved Arc Thrower&#039;&#039; (10), &#039;&#039;Sentinel Drone&#039;&#039; (1), and &#039;&#039;Advanced Flight&#039;&#039; (5). Also, two Drone Wrecks are required for UFO Tracking (Boost).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=3 | level1-hp=3 | level1-aim=50 | level1-crit=0 | level1-defense=-5 | level1-mobility=12 | level1-will=0 &lt;br /&gt;
| level2-damage=3 | level2-hp=3 | level2-aim=55 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=0 &lt;br /&gt;
| level3-damage=3 | level3-hp=4 | level3-aim=60 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=0 &lt;br /&gt;
| level4-damage=3 | level4-hp=4 | level4-aim=60 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Hardened (Long War)}} | {{Overload (Long War)}} | {{Repair (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 45 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || +0.4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +4 || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Holo-Targeting (Long War) }} || 90% || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || - || - || - || 2 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +2 || +2 || - || - || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || -  || - || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || - || - || - || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +3 || +15 || +15 || - || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Harassment Units==&lt;br /&gt;
Harassment units are generally not a major threat on their own, but can quickly make a mixed engagement go from bad to worse. Their special abilities can greatly impair XCOM&#039;s ability to perform on the field. This can be countered with advanced tech options or specialized tactics.&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=28&lt;br /&gt;
|appears2=28&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 7&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=60 - 95&lt;br /&gt;
|crit=4 - 34&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|regen=0 - 8&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; are quite similar to vanilla, with high mobility, mediocre aim and low will. The main change is that their poison has been replaced with acid, which lowers aim (flat -20%) and mobility (-25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc. will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with Medikits or sealed armor are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
A Level 9 Thin Man, the Typhon, can appear in a scripted encounter in Furies without the prerequisite Alien Research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the &#039;&#039;Improved Medikit&#039;&#039; Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=5 | level1-hp=5 | level1-aim=60 | level1-crit=4 | level1-defense=0 | level1-mobility=14 | level1-will=25 &lt;br /&gt;
| level2-damage=5 | level2-hp=5 | level2-aim=70 | level2-crit=4 | level2-defense=0 | level2-mobility=14 | level2-will=25 &lt;br /&gt;
| level3-damage=5 | level3-hp=5 | level3-aim=75 | level3-crit=4 | level3-defense=0 | level3-mobility=14 | level3-will=35 &lt;br /&gt;
| level4-damage=5 | level4-hp=5 | level4-aim=75 | level4-crit=4 | level4-defense=0 | level4-mobility=14 | level4-will=50 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Acid Spit (Long War)}} | {{Leap (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)|{{Adaptive Bone Marrow (Long War)}}from 240 AR|{{Low Profile (Long War)}}from 400 AR}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || - || - || {{ Sprinter (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Damn Good Ground (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Executioner (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 15% || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || +5 || - || - || - || - || - || - || {{ Deadeye (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +2 || +5 || +10 || +7 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=56&lt;br /&gt;
||appears2=56&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|damage=2 - 5&lt;br /&gt;
|hp=4 - 15&lt;br /&gt;
|aim=55 - 71&lt;br /&gt;
|crit=0&lt;br /&gt;
|dr=2 - 5&lt;br /&gt;
|defense=0 - 20&lt;br /&gt;
|move=16 - 25&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying pods of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and Strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to Engineers and Scouts as carried items in Long War, giving an early counter to Seekers. They have a habit of going into overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armors and items grant immunity also), they will most often go into overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the &#039;&#039;Gunslinger&#039;&#039; perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a Terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on XCOM instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and &#039;&#039;UFO Countermeasures&#039;&#039; Foundry project (10).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=2 | level1-hp=4 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=16 | level1-will=0 &lt;br /&gt;
| level2-damage=2 | level2-hp=4 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=16 | level2-will=0 &lt;br /&gt;
| level3-damage=2 | level3-hp=4 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=16 | level3-will=0 &lt;br /&gt;
| level4-damage=2 | level4-hp=5 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=16 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Gunslinger (Long War)}} | {{Strangle (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +5 || +2 || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +5 || +2 || - || {{ Damage Control (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || Wraith&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Units==&lt;br /&gt;
Combat units often appear in large groups. They present substantial threat to XCOM forces.&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|damage=6 - 10&lt;br /&gt;
|hp=10 - 23&lt;br /&gt;
|aim=65 - 95&lt;br /&gt;
|crit=4 - 22&lt;br /&gt;
|dr=0 - 3&lt;br /&gt;
|defense=0 - 15&lt;br /&gt;
|move=12 - 17&lt;br /&gt;
|will=115 - 150&lt;br /&gt;
|regen=3 - 7&lt;br /&gt;
}}&lt;br /&gt;
Long War &#039;&#039;&#039;Outsiders&#039;&#039;&#039; are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla. On larger ships and later encounters, Outsiders spawn in pods of 3 to 6.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with Flashbangs and &#039;&#039;Suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Outsiders captured alive grant Outsider Shards, which can be fashioned into Skeleton Keys. These are essential for initiating Base Assault missions, a requirement for ending the game. They also carry Alien Carbines. Killed Outsiders provide nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The bonus regen column includes the bonus conferred by &#039;&#039;Adaptive Bone Marrow&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=6 | level1-hp=10 | level1-aim=65 | level1-crit=4 | level1-defense=0 | level1-mobility=12 | level1-will=100 &lt;br /&gt;
| level2-damage=6 | level2-hp=10 | level2-aim=75 | level2-crit=4 | level2-defense=0 | level2-mobility=12 | level2-will=100 &lt;br /&gt;
| level3-damage=6 | level3-hp=10 | level3-aim=85 | level3-crit=4 | level3-defense=0 | level3-mobility=12 | level3-will=110 &lt;br /&gt;
| level4-damage=7 | level4-hp=10 | level4-aim=85 | level4-crit=4 | level4-defense=0 | level4-mobility=12 | level4-will=125 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Suppression (Long War)}} | {{Muscle Fiber Density (Long War)}} | {{Adaptive Bone Marrow (Long War)}} }}&lt;br /&gt;
| perks2={{Neural Damping (Long War)}}from 600 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +15 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +3 || +4 || +4 || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || {{ Neural Damping (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || +5 || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || Outsider Commander&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || - || - || - || +10 || {{ Damage Control (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=28&lt;br /&gt;
|appears2=28&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 8&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=55 - 80&lt;br /&gt;
|crit=4 - 9&lt;br /&gt;
|defense=-5 - 11&lt;br /&gt;
|move=12 - 20&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; behave identically to vanilla Floaters. Floater pod leaders often gain the &#039;&#039;Damn Good Ground&#039;&#039; perk (+10 Aim and +10 Defense against anything you have height advantage on), which, given their ability to fly, makes them significantly more dangerous than regular Floaters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Floaters leave corpses (10-autopsy, 30-&#039;&#039;Armored Fighters&#039;&#039;, 25-&#039;&#039;Shaped Armor&#039;&#039;, 3-Uplink Targeting (Aim)) and carry Alien Carbines. Floater interrogation provides aerospace research credit.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=5 | level1-hp=5 | level1-aim=55 | level1-crit=4 | level1-defense=-5 | level1-mobility=12 | level1-will=20 &lt;br /&gt;
| level2-damage=5 | level2-hp=5 | level2-aim=60 | level2-crit=4 | level2-defense=-5 | level2-mobility=13 | level2-will=20 &lt;br /&gt;
| level3-damage=5 | level3-hp=6 | level3-aim=65 | level3-crit=4 | level3-defense=0 | level3-mobility=13 | level3-will=30 &lt;br /&gt;
| level4-damage=5 | level4-hp=6 | level4-aim=65 | level4-crit=4 | level4-defense=0 | level4-mobility=13 | level4-will=45 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Launch (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || - || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 210 || - || - || +4 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || - || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 570 || - || - || - || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || - || +5 || +5 || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 4 || Floater Raider&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +5 || +15 || +6 || {{ Aggression (Long War) }} {{ Repair Servos (Long War) }} {{ Tactical Sense (Long War) }} || 8 || Great Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears2=0&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 12&lt;br /&gt;
|hp=8 - 20&lt;br /&gt;
|aim=0&lt;br /&gt;
|crit=25&lt;br /&gt;
|defense=10 - 35&lt;br /&gt;
|move=20 - 27&lt;br /&gt;
|will=50 - 70&lt;br /&gt;
|regen=0 - 7&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are similar to vanilla Chryssalids. A big difference is that Chryssalid pod leaders can have &#039;&#039;Lightning Reflexes&#039;&#039;, which can seriously reduce the amount of damage a charging Chryssalid pod will take from overwatch fire since the pod leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/HE grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, Flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a Flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will always spawn Zombies from civilians they kill off-screen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional Zombies during Terror missions that focus on the deployment of Chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid pod leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more Chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=8 | level1-hp=8 | level1-aim=- | level1-crit=25 | level1-defense=10 | level1-mobility=20 | level1-will=50 &lt;br /&gt;
| level2-damage=8 | level2-hp=8 | level2-aim=- | level2-crit=25 | level2-defense=10 | level2-mobility=20 | level2-will=50 &lt;br /&gt;
| level3-damage=8 | level3-hp=8 | level3-aim=- | level3-crit=25 | level3-defense=10 | level3-mobility=20 | level3-will=60 &lt;br /&gt;
| level4-damage=9 | level4-hp=8 | level4-aim=- | level4-crit=25 | level4-defense=10 | level4-mobility=20 | level4-will=75 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Hardened (Long War)}} | {{Implant (Long War)}} | {{Leap (Long War)}} | {{Melee (Long War)}} | {{Stun Immune (Long War)}} }}&lt;br /&gt;
| perks2={{Adaptive Bone Marrow (Long War)}}from 180 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || - || - || - || +5 || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 550 || - || +1 || - || - || - || +5 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 650 || +1 || +1 || - || - || - || - || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 725 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || - || - || - || +5 || +2 || +2 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || +1 || +2 || - || +5 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +2 || - || +5 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || - || +5 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +10 || - || +5 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 15&lt;br /&gt;
|hp=12 - 23&lt;br /&gt;
|aim=0&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=0&lt;br /&gt;
|move=9 - 16&lt;br /&gt;
|will=120&lt;br /&gt;
|regen=0 - 2&lt;br /&gt;
}}&lt;br /&gt;
Not even &#039;&#039;&#039;Zombies&#039;&#039;&#039; are immune to getting tweaked in Long War - at first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular Zombies, the members of this Zombie &amp;quot;pack&amp;quot; do not seem to spawn Chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=7 | level1-hp=12 | level1-aim=- | level1-crit=0 | level1-defense=0 | level1-mobility=9 | level1-will=120 &lt;br /&gt;
| level2-damage=7 | level2-hp=12 | level2-aim=- | level2-crit=0 | level2-defense=0 | level2-mobility=9 | level2-will=120 &lt;br /&gt;
| level3-damage=7 | level3-hp=15 | level3-aim=- | level3-crit=0 | level3-defense=0 | level3-mobility=9 | level3-will=130 &lt;br /&gt;
| level4-damage=8 | level4-hp=15 | level4-aim=- | level4-crit=0 | level4-defense=0 | level4-mobility=9 | level4-will=140 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Chryssalid Spawn (Long War)}} | {{Melee (Long War)}} | {{Stun Immune (Long War)}} }}&lt;br /&gt;
| perks2={{Adaptive Bone Marrow (Long War)}}from 450 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || +1 || - || - || - || - || - || +2 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=56&lt;br /&gt;
|appears2=84&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=8 - 22&lt;br /&gt;
|aim=60 - 82&lt;br /&gt;
|crit=4 - 6&lt;br /&gt;
|defense=10 - 33&lt;br /&gt;
|move=12&lt;br /&gt;
|will=30 - 60&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton pod leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. Muton grenades also have a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards&#039;&#039;: Either Alien Carbine or Alien Rifle when captured, and also Alien Grenade if &#039;&#039;Alien Grenades&#039;&#039; Foundry project isn&#039;t completed. Muton Corpses are required for autopsy (10) and &#039;&#039;Ammo Conservation&#039;&#039; Foundry project (20). The Muton interrogation gives a 25% research credit towards gauss weaponry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Values tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=6 -&amp;gt; 8* | level1-hp=8 | level1-aim=66 -&amp;gt; 60* | level1-crit=4 | level1-defense=10 | level1-mobility=12 | level1-will=30 &lt;br /&gt;
| level2-damage=6 -&amp;gt; 8* | level2-hp=8 | level2-aim=71 -&amp;gt; 65* | level2-crit=4 | level2-defense=10 | level2-mobility=12 | level2-will=30 &lt;br /&gt;
| level3-damage=6 -&amp;gt; 8* | level3-hp=10 | level3-aim=76 -&amp;gt; 70* | level3-crit=4 | level3-defense=10 | level3-mobility=12 | level3-will=40 &lt;br /&gt;
| level4-damage=7 -&amp;gt; 9* | level4-hp=10 | level4-aim=76 -&amp;gt; 70*  | level4-crit=4 | level4-defense=10 | level4-mobility=12 | level4-will=55 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Blood Call (Long War)}} | {{Intimidate (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; After 105 days of alien research.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +5 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Hyper-Reactive Pupils (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 150 || - || - || - || - || - || - || - || - || - || {{ Depth Perception (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +2 || +2 || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 650 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || +2 || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +2 || +2 || +4 || {{ Fortiores Una (Long War) }} {{ Will To Survive (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +2 || +10 || +4 || +8 || {{ Light Em Up (Long War) }} {{ Tandem Warheads (Long War) }} || 7 || Muton Centurion&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +2 || +5 || +10 || +10 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialist Units==&lt;br /&gt;
These units are all significantly more dangerous than those listed in the combat section. Their abilities are designed to exploit specific weaknesses in the XCOM squad, but in turn, each of them has their own glaring weakness that can be exploited. For example, a single Berserker can effortlessly savage a smoke and suppression based squad composition, but will crumble to a well-placed chem grenade.&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=112&lt;br /&gt;
|appears2=84&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=9 - 14&lt;br /&gt;
|hp=18 - 32&lt;br /&gt;
|aim = 60 - 74&lt;br /&gt;
|crit=8 - 18&lt;br /&gt;
|dr=2 - 6&lt;br /&gt;
|defense=0&lt;br /&gt;
|move=18 - 22&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the &#039;&#039;Automated Threat Assessment&#039;&#039; perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting. This grenade has a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with &#039;&#039;HEAT Ammo/Warheads&#039;&#039;, or a soldier with Shredder Ammo/Rockets. Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful &#039;&#039;Death Blossom&#039;&#039; attack, or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with &#039;&#039;Holo-Targeting&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &#039;&#039;Hardened&#039;&#039; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack. A Cyberdisc that overwatches can often be hit when open twice, by shooting it, then drawing out its overwatch with a Scout, causing it to reopen for a second shot.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &#039;&#039;Death Blossom&#039;&#039;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=9 | level1-hp=18 | level1-aim=60 | level1-crit=8 | level1-defense=0 | level1-mobility=18 | level1-will=0 &lt;br /&gt;
| level2-damage=9 | level2-hp=18 | level2-aim=65 | level2-crit=8 | level2-defense=0 | level2-mobility=18 | level2-will=0 &lt;br /&gt;
| level3-damage=9 | level3-hp=18 | level3-aim=70 | level3-crit=8 | level3-defense=0 | level3-mobility=18 | level3-will=0 &lt;br /&gt;
| level4-damage=10 | level4-hp=21 | level4-aim=70 | level4-crit=8 | level4-defense=0 | level4-mobility=18 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Automated Threat Assessment (Long War)}} | {{Bombard (Long War)}} | {{Death Blossom (Long War)}} | {{Death Explosion (Long War)}} | {{Flight (Long War)}} | {{Hardened (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || - || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || - || - || - || 1 || Cyberdisk Gunship&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || - || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || - || {{ HEAT Ammo (Long War) }} {{ Repair Servos (Long War) }} || 4 || Cyberdisc Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 300 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Squadsight (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +15 || +5 || - || {{ Combined Arms (Long War) }} {{ HEAT Warheads (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Dreadnought&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=140&lt;br /&gt;
|appears2=140&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 11&lt;br /&gt;
|hp=25 - 39&lt;br /&gt;
|shield=6 - 13&lt;br /&gt;
|aim=65 - 85&lt;br /&gt;
|crit=8 - 12&lt;br /&gt;
|dr=2 - 4&lt;br /&gt;
|defense=0 - 8&lt;br /&gt;
|move=14 - 16&lt;br /&gt;
|will=40 - 64&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their Will is a little higher than regular troops, but not stellar, so are excellent targets for psionics anyway due to the large amount of firepower a successful psionic attack will neutralize. Chem Grenades will hurt their accuracy a bit.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; also grants a significant amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Mechtoid Cores are required for autopsy (3), &#039;&#039;Advanced Servomotors&#039;&#039; Foundry project (8), and Psi Screen device (1).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=8 | level1-hp=25 | level1-shield=6 | level1-aim=65 | level1-crit=8 | level1-defense=0 | level1-mobility=14 | level1-will=40 &lt;br /&gt;
| level2-damage=8 | level2-hp=25 | level2-shield=6 | level2-aim=70 | level2-crit=8 | level2-defense=0 | level2-mobility=14 | level2-will=40 &lt;br /&gt;
| level3-damage=8 | level3-hp=27 | level3-shield=6 | level3-aim=75 | level3-crit=8 | level3-defense=0 | level3-mobility=14 | level3-will=50 &lt;br /&gt;
| level4-damage=11 | level4-hp=30 | level4-shield=6 | level4-aim=75 | level4-crit=8 | level4-defense=0 | level4-mobility=14 | level4-will=60 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Combined Arms (Long War)}} | {{Hardened (Long War)}} | {{Light Em Up (Long War)}} | {{Robotic (Long War)}} | {{Psi Shield (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;9%&amp;quot; |{{Health (Long War)}} Shield HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +1 || +4 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +3 || - || +4 || +4 || - || +4 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +3 || +1 || +4 || - || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || - || +4 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +3 || +8 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +2 || +10 || +2 || +3 || {{ Absorption Fields (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ HEAT Ammo (Long War) }} {{ Squadsight (Long War) }} || 9 || Colossus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=168&lt;br /&gt;
|appears2=140&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 20&lt;br /&gt;
|hp=20 - 44&lt;br /&gt;
|aim=0&lt;br /&gt;
|crit=33&lt;br /&gt;
|defense=20 - 30&lt;br /&gt;
|move=17 - 23&lt;br /&gt;
|will=80 - 110&lt;br /&gt;
|regen=0 - 7&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; can also be Pod Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill. It will also reduce its movement from &#039;&#039;Bloodlust&#039;&#039;, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are Chem Grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with &#039;&#039;Rift&#039;&#039; outside of the Temple Ship, using their aggression against them to make them wander in and out of the &#039;&#039;Psionic Storm&#039;&#039; will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed &#039;&#039;Close Combat Specialist&#039;&#039; Assaults (optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Berserkers don&#039;t carry a weapon. Their corpses are needed for autopsy (5), &#039;&#039;MEC Close Combat&#039;&#039; (8), and Combat Stims (1).  Interrogating a Berserker gives a 25% research credit towards all armor technologies.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=20 | level1-aim=50 | level1-crit=33 | level1-defense=20 | level1-mobility=17 | level1-will=80 &lt;br /&gt;
| level2-damage=10 | level2-hp=20 | level2-aim=55 | level2-crit=33 | level2-defense=20 | level2-mobility=17 | level2-will=80 &lt;br /&gt;
| level3-damage=10 | level3-hp=22 | level3-aim=60 | level3-crit=33 | level3-defense=20 | level3-mobility=17 | level3-will=90 &lt;br /&gt;
| level4-damage=12 | level4-hp=25 | level4-aim=60 | level4-crit=33 | level4-defense=20 | level4-mobility=17 | level4-will=105 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Bloodlust (Long War)}} | {{Bull Rush (Long War)}} | {{Intimidate (Long War)}} | {{Hardened (Long War)}} | {{Muscle Fiber Density (Long War)}} | {{Melee (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || - || - || - || - || +2 || +3 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || +1 || +2 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || - || +3 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +2 || - || +3 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +2 || - || +3 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || - || +3 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || - || +3 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +15 || - || +3 || {{ Lightning Reflexes (Long War) }} {{ Tactical Sense (Long War) }} || 9 || Mongo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=196&lt;br /&gt;
|appears2=196&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=4 - 10&lt;br /&gt;
|hp=15 - 36&lt;br /&gt;
|aim=55&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=20 - 39&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
|will=90 - 200&lt;br /&gt;
|regen=1 - 6&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use &#039;&#039;Mind Control&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses are needed for Mind Shield. Their interrogation provides 25% research credit towards psionic research and &#039;&#039;Psi Warfare Systems&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=4 | level1-hp=15 | level1-aim=55 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=90 &lt;br /&gt;
| level2-damage=4 | level2-hp=15 | level2-aim=60 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=90 &lt;br /&gt;
| level3-damage=4 | level3-hp=15 | level3-aim=65 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=105 &lt;br /&gt;
| level4-damage=6 | level4-hp=15 | level4-aim=65 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=115 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Gunslinger (Long War)}} | {{Suppression (Long War)}} | {{Greater Mind Merge (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Panic (Long War)}} }}&lt;br /&gt;
| perks2={{Adaptive Bone Marrow (Long War)}}from 420 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || - || - || - || +5 || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +3 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || +1 || - || - || - || - || - || - || +20 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 420 || +1 || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || - || - || +3 || - || +20 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || +1 || +3 || - || - || - || +4 || - || +20 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || +4 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +2 || - || +4 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 330 || +1 || +2 || - || +4 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=224&lt;br /&gt;
|appears2=224&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=15 - 30&lt;br /&gt;
|aim=60 - 76&lt;br /&gt;
|crit=8 - 12&lt;br /&gt;
|dr=0 - 1&lt;br /&gt;
|defense=5 - 25&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=25 - 41&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades, and with the &#039;&#039;Bombard&#039;&#039; perk, they can throw them very far. This grenade has a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), &#039;&#039;Advanced Flight&#039;&#039; (5), and &#039;&#039;Advanced Repair&#039;&#039; (4). Interrogation provides plasma technologies research bonus.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=8 | level1-hp=15 | level1-aim=60 | level1-crit=8 | level1-defense=5 | level1-mobility=12 | level1-will=25&lt;br /&gt;
| level2-damage=8 | level2-hp=15 | level2-aim=65 | level2-crit=8 | level2-defense=10 | level2-mobility=12 | level2-will=25 &lt;br /&gt;
| level3-damage=8 | level3-hp=15 | level3-aim=70 | level3-crit=8 | level3-defense=10 | level3-mobility=12 | level3-will=35&lt;br /&gt;
| level4-damage=10 | level4-hp=15 | level4-aim=70 | level4-crit=8 | level4-defense=10 | level4-mobility=13 | level4-will=50 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Bombard (Long War)}} | {{Flight (Long War)}} | {{Launch (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Sapper (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 270 || - || +1 || +2 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +3 || - || - || +1 || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +2 || +4 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +2 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || +4 || +4 || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || +2 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Aircobra&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || Warmaster&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +2 || +3 || +8 || +5 || {{ Combined Arms (Long War) }} {{ Danger Zone (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Archon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alpha Units==&lt;br /&gt;
These units present significant threat on their own. Except Muton Elites, who come in large groups late game, Sectopods and Ethereals appear either alone or in a group of two, accompanied by support units.&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=252&lt;br /&gt;
|appears2=252&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 12&lt;br /&gt;
|hp=20 - 40&lt;br /&gt;
|aim=70 - 86&lt;br /&gt;
|crit=0 - 4&lt;br /&gt;
|defense=20 - 40&lt;br /&gt;
|move=12 - 15&lt;br /&gt;
|will=40 - 85&lt;br /&gt;
|regen=0 - 5&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor.&lt;br /&gt;
&lt;br /&gt;
Care must be taken, because they have a lot of innate defense and &#039;&#039;Tactical Sense&#039;&#039;, as well as a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and even though they lose &#039;&#039;Intimidate&#039;&#039;, they still benefit from &#039;&#039;Blood Call&#039;&#039;. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.&lt;br /&gt;
&lt;br /&gt;
Their overwatch becomes lethal with &#039;&#039;Opportunist&#039;&#039;, &#039;&#039;Covering Fire&#039;&#039; and &#039;&#039;Sentinel&#039;&#039;, they can fire twice with &#039;&#039;Light&#039; Em Up&#039;&#039; and further with &#039;&#039;Squadsight&#039;&#039;, crit with &#039;&#039;Aggression&#039;&#039; and &#039;&#039;Bring &#039;Em On&#039;&#039; and respond to fire with &#039;&#039;Reactive Targeting Sensors&#039;&#039;. Watch out for &#039;&#039;Bombard&#039;&#039; grenades with &#039;&#039;HEAT Warheands&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; as well. An encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. &lt;br /&gt;
&lt;br /&gt;
Take care when using Psionics to attack them, as they gain high will and potentially &#039;&#039;Neural Damping&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Muton Elites are the only aliens carrying Alien Heavy Weapons. Their corpses are extremely useful, too, since 20 are needed for the extremely useful &#039;&#039;Tactical Rigging&#039;&#039;, and 5 for autopsy. Interrogating a Muton Elite gives a 25% research bonus to all weapon technologies and projects.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=20 | level1-aim=70 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=40 &lt;br /&gt;
| level2-damage=10 | level2-hp=20 | level2-aim=75 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=40 &lt;br /&gt;
| level3-damage=10 | level3-hp=20 | level3-aim=80 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=50 &lt;br /&gt;
| level4-damage=13 | level4-hp=20 | level4-aim=80 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=65 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Bombard (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)| {{Hyper-Reactive Pupils (Long War)}}from 360 AR | {{Tandem Warheads (Long War)}}from 420 AR | {{Lock N Load (Long War)}}from 700 AR}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ HEAT Warheads (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || +5 || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Elite Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || - || - || +20 || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +2 || +4 || - || - || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +10 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +3 || {{ Fortiores Una (Long War) }} {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 450 || +1 || +2 || +2 || +4 || {{ Covering Fire (Long War) }} {{ Squadsight (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || Muton Elite Praetorian&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} {{ Adaptive Bone Marrow (Long War) }} {{ Neural Damping (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Bashar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=364&lt;br /&gt;
|appears2=280&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 27&lt;br /&gt;
|hp=35 - 60&lt;br /&gt;
|aim=70 - 80&lt;br /&gt;
|crit=8&lt;br /&gt;
|dr=3 - 9&lt;br /&gt;
|defense=0&lt;br /&gt;
|move=12&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
Massive mechanical war machines, &#039;&#039;&#039;Sectopods&#039;&#039;&#039; are similar to their vanilla incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
*The Sectopod&#039;s attacks have different base damage values. The Sectopod chest cannon has a base damage of 11 and is used for any cannon attack on the sectopods turn. The normal cannon has a base damage of 9 and is used for overwatch and reactive targeting sensors attacks during the players turn. The Cluster Bomb has a base damage of 7.&lt;br /&gt;
*Sectopods do not need to reload; both their chest and &amp;quot;normal&amp;quot; (green) cannon are supplied with infinite ammo.&lt;br /&gt;
*Despite the fact that the Sectopod has infinite ammo, disabling shot will work. A successful disabling Shot will remove overwatch and disable RTS, and the sectopod will have its chest cannon disabled for the next turn. The cluster bomb is the only attack that is not disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Sectopod Wrecks are needed for autopsy (3) and EMP Cannons (1).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=7 ~ 11* | level1-hp=35 | level1-aim=70 | level1-crit=8 | level1-defense=0 | level1-mobility=12 | level1-will=0 &lt;br /&gt;
| level2-damage=7 ~ 11* | level2-hp=35 | level2-aim=75 | level2-crit=8 | level2-defense=0 | level2-mobility=12 | level2-will=0 &lt;br /&gt;
| level3-damage=7 ~ 11* | level3-hp=35 | level3-aim=80 | level3-crit=8 | level3-defense=0 | level3-mobility=12 | level3-will=0 &lt;br /&gt;
| level4-damage=9 ~ 13* | level4-hp=35 | level4-aim=80 | level4-crit=8 | level4-defense=0 | level4-mobility=12 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Cannon Fire (Long War)}} | {{Cluster Bomb (Long War)}} | {{Death Explosion (Long War)}} | {{Hardened (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +4 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +3 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || - || - || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 660 || - || +5 || - || - || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +35 || +30 || - || {{ Absorption Fields (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=336&lt;br /&gt;
|appears2=308&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|damage=13 - 16&lt;br /&gt;
|hp=20 - 40&lt;br /&gt;
|aim=90&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=40 - 45&lt;br /&gt;
|move=12&lt;br /&gt;
|will=135 - 190&lt;br /&gt;
|regen=4 - 10&lt;br /&gt;
}}&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a Psionic Lance attack that is based on will as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereals&#039;&#039;&#039; regenerate health and will reflect any shots taken at them which roll as misses (except overwatch shots), dealing 33% of the damage to the attacker (this cannot crit). This means any non-overwatch shots will be either hits or reflections, so taking high-percentage shots is particularly important against Ethereals. Explosives and stuns cannot be reflected. The Ethereal&#039;s Psionic Lance is a cross between psionic power and weapon; it has no cooldown, and its accuracy is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Captured Ethereals carry no weapons and only three of their corpses are needed for an autopsy. Interrogating an Ethereal gives research bonus to all remaining technologies and Foundry projects.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=20 | level1-aim=90 | level1-crit=0 | level1-defense=40 | level1-mobility=12 | level1-will=120 &lt;br /&gt;
| level2-damage=10 | level2-hp=20 | level2-aim=95 | level2-crit=0 | level2-defense=40 | level2-mobility=12 | level2-will=120 &lt;br /&gt;
| level3-damage=10 | level3-hp=20 | level3-aim=100 | level3-crit=0 | level3-defense=40 | level3-mobility=12 | level3-will=145 &lt;br /&gt;
| level4-damage=12 | level4-hp=20 | level4-aim=100 | level4-crit=0 | level4-defense=40 | level4-mobility=12 | level4-will=155 &lt;br /&gt;
| perks={{ListPerks (Long War) | {{Adaptive Bone Marrow (Long War)}} | {{Hardened (Long War)}} | {{Death Explosion (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Drain (Long War)}} | {{Rift (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || +3 || - || - || - || - || - || - || +15 || +4 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || +5 || - || - || - || - || - || +15 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || +5 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 510 || +3 || +5 || - || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +5 || - || +15 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|damage=10&lt;br /&gt;
|hp=60&lt;br /&gt;
|aim=110&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=50 - 80&lt;br /&gt;
|move=12&lt;br /&gt;
|will=200 - 230&lt;br /&gt;
|regen=15&lt;br /&gt;
}}&lt;br /&gt;
The ultimate Ethereal. He is immune to stun and Mind Control, and receives 15 Damage Reduction from every nearby live Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Winning the game.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=60 | level1-aim=110 | level1-crit=0 | level1-defense=50 | level1-mobility=12 | level1-will=200 &lt;br /&gt;
| level2-damage=10 | level2-hp=60 | level2-aim=115 | level2-crit=0 | level2-defense=50 | level2-mobility=12 | level2-will=200 &lt;br /&gt;
| level3-damage=10 | level3-hp=60 | level3-aim=120 | level3-crit=0 | level3-defense=55 | level3-mobility=12 | level3-will=225 &lt;br /&gt;
| level4-damage=14 | level4-hp=60 | level4-aim=120 | level4-crit=0 | level4-defense=60 | level4-mobility=12 | level4-will=235 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Absorption Fields (Long War)}} | {{Adaptive Bone Marrow (Long War)}} | {{Close Encounters (Long War)}} | {{Hardened (Long War)}} | {{Lightning Reflexes (Long War)}} | {{Shock Absorbent Armor (Long War)}} | {{Squadsight (Long War)}} | {{Stun Immune (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)| {{Distortion Field (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Drain (Long War)}} | {{Rift (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
Level 8 and Level 9 leaders cannot spawn as the leader of a normal pod, but may spawn as a fixed encounter in certain specially-designated &amp;quot;boss&amp;quot; or &amp;quot;monster&amp;quot; pods. Some maps spawn a specific alien type, others pick from a random pool.&lt;br /&gt;
&lt;br /&gt;
Fixed Spawns:&lt;br /&gt;
* Furies (Progeny DLC): &amp;quot;Reaver Lord&amp;quot; (Level 9 Floater) and &amp;quot;Typhon&amp;quot; (Level 9 Thin Man)&lt;br /&gt;
* 9th [[Missions_(Long_War)#Terror_Site|Terror Mission]]: &amp;quot;Greater Hive Queen&amp;quot; (Level 9 Chryssalid)&lt;br /&gt;
* 18th [[Missions_(Long_War)#Terror_Site|Terror Mission]]: &amp;quot;Atlas Drone&amp;quot; (Level 9 Drone)&lt;br /&gt;
* [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]: &amp;quot;Dreadnought&amp;quot; (Level 9 Cyberdisc)&lt;br /&gt;
* [[Missions_(Long_War)#EXALT_Base_Assault|EXALT Base Assault]]: Level 9 EXALT Elite Sniper, &amp;quot;EXALT Deputy Commander&amp;quot; (Level 9 EXALT Elite Operative), &amp;quot;EXALT Elite Captain&amp;quot; (Level 9 EXALT Elite Medic), &amp;quot;EXALT Commander Iago Van Doorn&amp;quot; (Level 9 EXALT Elite Heavy)&lt;br /&gt;
* [[Missions_(Long_War)#Temple_Ship_Assault|Temple Ship Assault]]: All regular aliens are Level 8&lt;br /&gt;
&lt;br /&gt;
Random Leader Spawns:&lt;br /&gt;
* 11th and subsequent [[Missions_(Long_War)#Council_Missions|council missions]]: 1 random level 9 leader pod added&lt;br /&gt;
* Crashed or Landed [[UFOs_(Long_War)#Assault Carrier|Assault Carriers]] and [[UFOs_(Long_War)#Battleship|Battleships]]: 1 random level 9 leader pod added&lt;br /&gt;
* Crashed or Landed [[UFOs_(Long_War)#Terror Ship|Terror Ships]] and [[UFOs_(Long_War)#Transport|Transports]] (only after first Alien Base Assault): 1 random level 9 leader added&lt;br /&gt;
* [[Missions (Long War)#Alien Base Assault|Alien Base Assaults]] (only after first Alien Base Assault): 1 random leader added (on top of the level 9 Cyberdisk)&lt;br /&gt;
&lt;br /&gt;
===Random Pool===&lt;br /&gt;
&lt;br /&gt;
The pool of aliens selected from during a random spawn is based on the number of [[Missions (Long War)#Alien Base Assault|Alien Base Assaults]] you have completed this campaign. Each alien in the pool is equally likely to be selected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | ABA Completed &lt;br /&gt;
! Level 9 Pod Leader Pool&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| Drone, Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
|Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
|Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod)&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Heavy Floater, Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal &lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| Mechtoid, Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 15+&lt;br /&gt;
| Ethereal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123435</id>
		<title>Talk:Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123435"/>
		<updated>2025-07-18T07:27:13Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: /* Alien research rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Alien research rate ===&lt;br /&gt;
&lt;br /&gt;
I&#039;m confused about the mention to different research rates by difficulty here. This doesn&#039;t show up in any other parts of the wiki, and I haven&#039;t noticed any difference in research speed between them, with aliens always going at 1/day.&lt;br /&gt;
:It&#039;s actually 0.7/1/1.1/1.3 points per day.&lt;br /&gt;
::I don&#039;t want to be a contrarian or anything, but I&#039;m tracking my career with one of these mods that shows the alien stats in the situation room, and playing on normal I have 85 alien research on the 25th of May, which is exactly 1/day. Also, watching a youtube series (https://www.youtube.com/playlist?list=PLesIE_v8rF23yN4lzI2e3gILUe0aVTSjo) on impossible with the same mod shows 1/day as well. Even assuming the mod gives the wrong info... I had a downed raider in the 2nd of April with floaters and thin men, those should only show up at iMonth = 1&lt;br /&gt;
:::Possibly, difficulty only affects alien Bonus Research, not standard research, which is always 1 point per day.&lt;br /&gt;
::::Looking at the wording in &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, I think the difficulty only changes the progression of each life form, not iMonth and other things related to alien research (such as UFOs): &amp;lt;code&amp;gt;Multiplier for timing of alien upgrades (%, lower slower later alien upgrades)&amp;lt;/code&amp;gt;. I think I will reword this item in the page. [[User:Eudaimonleon|Eudaimonleon]] ([[User talk:Eudaimonleon|talk]]) 07:27, 18 July 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=123434</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=123434"/>
		<updated>2025-07-18T07:17:52Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: /* Perks */  typos&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, Battle Scanner.&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 adding 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 units in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swarm 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 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>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123428</id>
		<title>Talk:Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123428"/>
		<updated>2025-07-15T18:07:59Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Alien research rate ===&lt;br /&gt;
&lt;br /&gt;
I&#039;m confused about the mention to different research rates by difficulty here. This doesn&#039;t show up in any other parts of the wiki, and I haven&#039;t noticed any difference in research speed between them, with aliens always going at 1/day.&lt;br /&gt;
:It&#039;s actually 0.7/1/1.1/1.3 points per day.&lt;br /&gt;
::I don&#039;t want to be a contrarian or anything, but I&#039;m tracking my career with one of these mods that shows the alien stats in the situation room, and playing on normal I have 85 alien research on the 25th of May, which is exactly 1/day. Also, watching a youtube series (https://www.youtube.com/playlist?list=PLesIE_v8rF23yN4lzI2e3gILUe0aVTSjo) on impossible with the same mod shows 1/day as well. Even assuming the mod gives the wrong info... I had a downed raider in the 2nd of April with floaters and thin men, those should only show up at iMonth = 1&lt;/div&gt;</summary>
		<author><name>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123423</id>
		<title>Talk:Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123423"/>
		<updated>2025-07-15T14:58:57Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: Created page with &amp;quot;=== Alien research rate ===  I&amp;#039;m confused about the mention to different research rates by difficulty here. This doesn&amp;#039;t show up in any other parts of the wiki, and I haven&amp;#039;t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Alien research rate ===&lt;br /&gt;
&lt;br /&gt;
I&#039;m confused about the mention to different research rates by difficulty here. This doesn&#039;t show up in any other parts of the wiki, and I haven&#039;t noticed any difference in research speed between them, with aliens always going at 1/day.&lt;/div&gt;</summary>
		<author><name>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=123422</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=123422"/>
		<updated>2025-07-15T14:53:03Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: /* Soldier and Terror Pods */  clarifying ambiguity&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]].&amp;lt;br&amp;gt;Be warned: a Command Pod, once activated, if allowed to take a turn, will issue a 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. Wiping out the Command Pod before it can take a turn prevents this.&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 start applying 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>Eudaimonleon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=123421</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=123421"/>
		<updated>2025-07-15T14:51:19Z</updated>

		<summary type="html">&lt;p&gt;Eudaimonleon: /* Scout */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|55}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch sorties of [[UFOs (Long War)|UFOs]] to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with an UFO sortie.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on a monthly basis. The type of each mission is determined by the [[Alien Resources (Long War)|resources the aliens have]], and how [[Threat_(Long_War)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below, followed by a table detailing the scheduling of the regular missions.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of [[UFOs (Long War)|UFOs]] is limited by their [[Alien Research (Long War)|research]] and [[Alien Resources (Long War)|resources]], with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens have little [[Alien Resources (Long War)|resources]], then they will randomly send either a [[UFOs (Long War)#Scout|Scout]] or [[UFOs (Long War)#Raider|Raider]] for research; if they have plentiful resources, however, then the large Abductor and Terror Ship will be added to the pool for the same mission. Any damage and casualties sustained by the UFOs will [[Alien_Resources_(Long_War)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options in the following month.&lt;br /&gt;
&lt;br /&gt;
The aliens like to [[Alien Deployment (Long War)#Strategic Target|focus on]] generating panic in countries and continents near their [[Alien Deployment (Long War)#Alien Bases|established bases]]. They prioritize any such countries with the highest panic, in order to push them over the edge and induce them to withdraw from the council.&lt;br /&gt;
&lt;br /&gt;
===Mission Scheduling===&lt;br /&gt;
&lt;br /&gt;
All missions are computed and scheduled at the beginning of each calendar month. They determine what missions to do, which countries to do them in, what day and time to do them in, and which [[UFOs (Long War)|UFOs]] to use. &#039;&#039;Dynamic War&#039;&#039;: changes mission scheduling from vanilla to occur more or less frequently than once per month in order to produce more or less missions, depending on the INI scaling value used.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Type and Quantity&#039;&#039;: Which missions to do are largely determined according to a table, based on [[Alien Resources (Long War)|resource levels]] and [[Threat (Long War)|perceived XCOM threat]] (see [[Alien Missions (Long War)#Mission Occurrences|Mission Occurrences]], below). &lt;br /&gt;
* &#039;&#039;Target&#039;&#039;: Which countries to do them in are determined semi-randomly, with each mission type having its own logic. In general, all missions except &#039;&#039;&#039;Bomb&#039;&#039;&#039; and &#039;&#039;&#039;Harvest&#039;&#039;&#039; will either target countries with satellite coverage and allow you to shoot them down, or generate a mission that gives you an opportunity to deploy a ground force against them. As a result, additional satellite coverage doesn&#039;t usually meaningfully change your monthly missions, so don&#039;t avoid expanding to additional continents out of fear that your air or ground forces will be overburdened. And as discussed before, missions that focus on increasing [[Panic_(Long_War)|panic]] tend to target specific countries each month, hereafter referred to as [[Alien Deployment (Long War)#Strategic Target|Strategic Target]].&lt;br /&gt;
* &#039;&#039;Date&#039;&#039;: What day to do them in each month is largely random and based on mission type, though most mission types tend not to occur in the last few days of each month. If a date range is given, each day in that range is equally likely, and then a random time in that day is selected from among discrete half hour increments. As a result of random chance, missions can be scheduled back-to-back or they can be spread out along the length of a month. Always keep a healthy barracks and interceptor bay ready for consecutive ground or air sorties.&lt;br /&gt;
&lt;br /&gt;
===UFOs Used===&lt;br /&gt;
&lt;br /&gt;
While some missions have a predetermined [[UFOs (Long War)|UFO]] (or set of UFOs) that can appear, many missions select one randomly. Which [[UFOs (Long War)|UFOs]] are deployed may depend on up to four factors: the mission type in question, the [[Alien_Resources_(Long_War)|level of resources]] the aliens have, and the [[Alien_Research_(Long_War)|level of research]] the aliens have, and randomness. All of this is evaluated at the time the mission is scheduled (beginning of the month for standard campaigns).&lt;br /&gt;
&lt;br /&gt;
Specifically, many mission types have its own pool of [[UFOs (Long War)|UFOs]] that it can field, with each [[UFOs (Long War)|UFO]] in the pool equally likely to be randomly selected. As the aliens gain more [[Alien_Resources_(Long_War)|resources]], additional [[UFOs (Long War)|UFOs]] can be added to the pool (again, depending on the mission type). And as the aliens gain more [[Alien_Research_(Long_War)|research]], the [[Alien_Resources_(Long_War)|resource]] thresholds required to add these additional UFOs to the pool are decreased. Specifically:&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 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 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 resources.&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require the aliens to spend [[Alien_Resources_(Long_War)|resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources [[Alien_Resources_(Long_War)#Cost_of_Repairing_.2F_Replacing_UFOs|to repair or replace the UFOs]].&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Individual UFO Sortie===&lt;br /&gt;
&lt;br /&gt;
Individual UFO sorties are missions conducted by a solitary UFO. Shooting down the UFO (or assaulting it if it lands) is always sufficient to prevent the mission from succeeding. Dealing damage to the UFO sometimes, but not always, can affect the outcome.&lt;br /&gt;
&lt;br /&gt;
====Scout====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: Random country with satellite coverage&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 1st to 27th of the month&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: Low&lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Air patrol&lt;br /&gt;
:&#039;&#039;&#039;Result&#039;&#039;&#039;: Spawns a bonus free [[Alien Missions (Long War)#Hunt|Hunt]] mission&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down UFO; also, randomly due to damage, country defense, or bad luck&lt;br /&gt;
:&#039;&#039;&#039;UFO Pool&#039;&#039;&#039;:&lt;br /&gt;
:* [[UFOs_(Long_War)#Scout|Scout]] (Small): Always in pool&lt;br /&gt;
:* [[UFOs_(Long_War)#Raider|Raider]] (Medium): 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; resources&lt;br /&gt;
:* [[UFOs_(Long_War)#Destroyer|Destroyer]] (Medium): 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; resources&lt;br /&gt;
:* [[UFOs_(Long_War)#Battleship|Battleship]] (Very Large): 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; resources&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not to be confused with the [[UFOs_(Long_War)#Scout|Scout]], a type of UFO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;low&#039;&#039;&#039; and around the target country, attempting to confirm the existence of XCOM satellites. Successful scouting missions will be automatically &#039;&#039;followed up&#039;&#039; by a new sortie to [[Alien_Missions_(Long_War)#Hunt|Hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the scouting one, so the priority to intercept this mission can vary depending on how tough the UFO is; if the UFO sent to scout is tough (e.g. an early game [[UFOs (Long War)#Raider|Raider]]), you could gamble that the UFO being sent to hunt will be weak (i.e. a [[UFOs (Long War)#Fighter|Fighter]]). Conversely, you could be punished if a stronger UFO (i.e. a [[UFOs (Long War)#Destroyer|Destroyer]]) follows up instead. Fortunately, Hunt missions automatically fail if the UFO has less than 50% of its HP remaining, so they are slightly easier to stop than Scout missions even if you can&#039;t shoot it down.&lt;br /&gt;
&lt;br /&gt;
A scout mission can fail in four ways: 1) the UFO is shot down, 2) the UFO could botch the mission due to sustained damaged, 3) the target country could fend off the mission by itself, or, if all else fails, 4) the UFO could simply get unlucky. The odds of these failures happening are as follows:&lt;br /&gt;
&lt;br /&gt;
* Downed: &#039;&#039;100%&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: &#039;&#039;UFO Damage Taken %&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO, though you can only guarantee failure by downing the UFO.&lt;br /&gt;
* Defended: &#039;&#039;([[The_Council_(Long_War)#Requests|Country Defense]] / 2)%&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; the maximum is a 50% failure chance with 100% Country Defense.&lt;br /&gt;
* Damned: &#039;&#039;(60 - [[Alien Research (Long War)|Alien Research]] / 15)%&#039;&#039; - this means that the failure chance for a scouting mission starts at 60% at the beginning of the game, which decreases by roughly 2% per month thereafter.&lt;br /&gt;
&lt;br /&gt;
The aliens will &#039;&#039;&#039;always&#039;&#039;&#039; send at least &#039;&#039;three&#039;&#039; scouting sorties per month, and more if they have resources to spare and perceive XCOM to be a credible threat, up to a maximum of &#039;&#039;six&#039;&#039; sorties per month. So long as the aliens don&#039;t have enough resources to regularly field a [[UFOs (Long War)#Battleship|battleship]], Scout missions will comprise a sizeable proportion of your monthly income.&lt;br /&gt;
&lt;br /&gt;
====Hunt====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: [[Alien Deployment (Long War)#Alien Bases|Alien Bases]] with satellites over them, [[Alien Deployment (Long War)#Strategic Target|Strategic Targets]] with satellites, or just countries with satellites&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 1st through 27th of the month&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: High w/ purple strobe effect&lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Air patrol&lt;br /&gt;
:&#039;&#039;&#039;Result&#039;&#039;&#039;: Destroys the satellite&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down, or randomly due to damage&lt;br /&gt;
:&#039;&#039;&#039;UFO Pool&#039;&#039;&#039;:&lt;br /&gt;
:* [[UFOs_(Long_War)#Fighter|Fighter]] (Small): Always in pool&lt;br /&gt;
:* [[UFOs_(Long_War)#Raider|Raider]] (Medium): 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; resources&lt;br /&gt;
:* [[UFOs_(Long_War)#Destroyer|Destroyer]] (Medium): 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; resources &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]]&lt;br /&gt;
:* [[UFOs_(Long_War)#Battleship|Battleship]] (Very Large): 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; resources &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]]&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a satellite-covered country, seeking to destroy the satellite. A Scout mission, if successful, is always &#039;&#039;immediately&#039;&#039; followed up by a Hunt mission, with a potentially different UFO. Thus, if a Scout mission presents you with a tougher UFO than you can handle, you can gamble on the followup Hunt mission being easier. Likewise, fail to shoot down an easy Scout mission and you could get a much tougher Hunt mission.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the [[Air_Combat_(Long_War)#Aircraft|satellite]] in question, setting XCOM back about §200 in replacement costs and removing the associated [[The_Council_(Long_War)#Country_satellite_bonuses|country satellite bonus]] (and [[The_Council_(Long_War)#Continent-wide_bonuses|continent bonus]], if applicable) until a new satellite is brought back online. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if [[Foundry (Long War)#Aerospace Improvements|Stealth Satellites]] is researched). Damage sustained by the UFO will reduce this chance further proportional to twice the damage dealt to the UFO, and thus dealing 50% or more of its HP in damage leading to an automatic failure. Pertinent to this, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage if need be, preventing further risks while stopping the hunt mission. That said, a downed [[UFOs (Long War)|UFO]] provides a hefty quantity of resources, so try to down it if at all possible, as you get nothing but lengthy repair times when you only damage it.&lt;br /&gt;
&lt;br /&gt;
In addition to the replacement costs, the loss of a satellite imposes a hidden but potentially far more important cost as well: while the satellite coverage is down, all &#039;&#039;Research&#039;&#039;, &#039;&#039;Harvest&#039;&#039;, and &#039;&#039;Bomb&#039;&#039; missions that were otherwise scheduled for that target country automatically succeed, and any &#039;&#039;Scout&#039;&#039; or &#039;&#039;Hunt&#039;&#039; missions that were scheduled to target that country will be skipped, and XCOM is robbed of the opportunity to recover materials from them. Research, Scout, and Hunt missions account for a very large portion of your monthly income in a campaign, as they normally always target satellite-controlled countries (regardless of how many satellites you have or where they are located). Particularly in the early months, when you don&#039;t have much satellite coverage and the vast majority of such missions are concentrated on 1-3 countries, the loss of a single such countries satellite can set you back a ton of resources and XP for your soldiers.&lt;br /&gt;
&lt;br /&gt;
However, note that the aliens intelligence on your satellites is abstracted somewhat, and Hunt missions can randomly spawn without immediately being preceded by a successful Scout mission. These &amp;quot;Direct&amp;quot; Hunt missions have a specific targeting priority:&lt;br /&gt;
&lt;br /&gt;
# Any satellite over an alien base&lt;br /&gt;
# [[Alien Deployment (Long War)#Strategic Target|Strategic Target]] (if it has a satellite over it)&lt;br /&gt;
# Random country with a satellite&lt;br /&gt;
&lt;br /&gt;
Direct Hunt missions can only be scheduled if XCOM is seen as a threat (2+ threat) and depending on the amount of resources the aliens have this may be only a 50% chance to see one at all. The more threatening XCOM is and the more resources the aliens have, the more direct hunt missions are sent, up to a maximum of &#039;&#039;four&#039;&#039; per month.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: Random country with satellite coverage&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 2nd through 27th of the month&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: NOE&lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Landing&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: (If UFO takes off after landing) awards [[Alien Research (Long War)|research]] to aliens&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down or assault landed UFO (unaffected by damage)&lt;br /&gt;
:&#039;&#039;&#039;UFO Pool&#039;&#039;&#039;:&lt;br /&gt;
:* [[UFOs_(Long_War)#Scout|Scout]] (Small): Always in pool; generates +3 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:* [[UFOs_(Long_War)#Raider|Raider]] (Medium): 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; resources; generates +5 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:* [[UFOs_(Long_War)#Abductor|Abductor]] (Large): 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; resources; generates +8 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:* [[UFOs_(Long_War)#Terror_Ship|Terror Ship]] (Large): 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; resources; generates +10 [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
:* [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]] (Very Large): 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; resources; generates +?? [[Alien_Research_(Long_War)|research]] for the aliens&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This is a recon-in-force mission conducted against XCOM operations. They are always conducted within regions that XCOM maintains a Satellite presence, and mission will grant the aliens [[Alien Research (Long War)|research]] if successful, which will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs; the quantity of research earned is directly proportional to the quality and size of the UFO used to conduct them.&lt;br /&gt;
&lt;br /&gt;
To stop the aliens, simply allow the UFO in question to land, and assault it; you&#039;ll prevent them from gaining any research if you manage to succeed, and you&#039;ll make out with a large amount of resources from the intact UFO. Shooting down the UFO is not necessary and even counterproductive, as it reduces the number of corpses, materials, and XP you can harvest. That said, when assaulting UFOs that have successfully landed, always be wary of [[Threat (Long War)#Trap UFOs|trapped UFOs]]: such UFOs can have massive increases in the number of aliens that crew them, and the chance is roughly proportional to the amount of UFOs XCOM has shot down so far this month. Shooting down the UFO does stop it from being a trap, so it&#039;s an option, but you&#039;re robbing yourself of lots of resources, corpses, and kill XP by doing so.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resources (&amp;lt;50 resources) to spare, the aliens will never schedule research missions; conversely, if they already have too many resources (200+ resources), then the maximum amount of research missions will be scheduled (three per month). Otherwise, the aliens will adjust the amount of research mission attempts depending on XCOM’s threat level and the amount their resources. If the aliens do not recognize XCOM as a real threat, they will be content with the tech they are currently fielding, thus will carry out fewer research missions; but as XCOM is perceived to be more threatening, the aliens will try to keep up via research as much as they can afford it.&lt;br /&gt;
&lt;br /&gt;
====Harvest====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: Semi-random country (priority: unprotected by satellites)&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 1st to 26th of the month&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: NOE&lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Landing&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: (If UFO takes off after landing) awards [[Alien Resources (Long War)|resources]] to aliens&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down or assault UFO (unaffected by damage)&lt;br /&gt;
:&#039;&#039;&#039;UFO Pool&#039;&#039;&#039;:&lt;br /&gt;
:* [[UFOs_(Long_War)#Transport|Transport]] (Large): always in pool; generates +37-40 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:* [[UFOs_(Long_War)#Harvester|Harvester]] (Large): Aliens must have &amp;gt; 75 resources; generates +27-30 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:* [[UFOs_(Long_War)#Raider|Raider]] (Medium): Aliens must have &amp;gt; 125 resources; generates +17-20 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
:* [[UFOs_(Long_War)#Scout|Scout]] (Small): Aliens must have &amp;gt; 225 resources; generates +10-14 [[Alien_Resources_(Long_War)|resources]] for the aliens&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while collecting resources, and then fly off. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field more UFO sorties per month as well as use greater quality UFOs.&lt;br /&gt;
&lt;br /&gt;
If you manage to detect the UFO, you can assault it after it lands, preventing the aliens from obtaining the resources and bringing home a large haul of materials, more than you would for a crashed UFO. That said, always be wary of [[Threat (Long War)#Trap UFOs|trapped UFOs]]: such UFOs can have massive increases in the number of aliens that crew them, proportional to the amount of UFOs XCOM has shot down so far this month. Shooting down the UFO does stop it from being a trap, so it&#039;s an option, but you&#039;re robbing yourself of lots of resources, corpses, and kill XP by doing so.&lt;br /&gt;
&lt;br /&gt;
Harvest missions are one of the few UFO missions in the game (alongside Bombing missions) that can be fully completed without XCOMs knowledge or awareness, and thus XCOM may not have an opportunity to prevent them from succeeding. In addition to picking the country entirely at random, they also tend to avoid locations in which XCOM has satellite coverage. Specifically, if the targeted country has a satellite, there is a 10% chance for every 2 full points of [[Threat_(Long_War)|of threat]], max 40% (i.e. 0% at 0-1, 10% at 2-3, 20% at 4-5, 30% at 6-7, and 40% at 8+), that the aliens will re-roll the target country to one without satellite coverage (assuming one is available, if not they just stick with it), paying a flat 5 [[Alien Resources (Long War)|resources]] in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission, and more opportunities for you to target these craft and turn the aliens&#039; attempts at resource-gathering into one of your own.&lt;br /&gt;
&lt;br /&gt;
Note also that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]]; this is the opposite of all other missions with random UFO pools. As a result, it&#039;s entirely possible (albeit unlikely) to see a [[UFOs (Long War)#Transport|Transport]] carrying 30+ aliens in the first few months; it&#039;s also entirely possible to defeat this mission, even in March, but attempting this isn&#039;t recommended for newer players - it will be very long, extremely difficult and potentially require some degree of luck and/or cheese tactics. You could also encounter some Harvest missions in the midgame, but again it is less likely as you will likely be threatening enough for the aliens to try and reroll, though completing landed Transports and Harvesters is entirely possible and recommended if you want to snowball. Only when you&#039;ve got the majority of the globe covered should you expect to be able to routinely disrupt alien Harvest missions, but at that point the aliens will have [[Alien Deployment (Long War)#Alien Bases|alien bases]] and a [[Alien Resources (Long War)#Minimum_Monthly_Resources|monthly free minimum amount]] of resources to sustain them.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (&amp;lt;50 resources), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (200+), then no harvest will occur. Additionally, the aliens also prefer doing harvests when they are not threatened; in the presence of a strong XCOM they prefer more aggressive missions instead.&lt;br /&gt;
&lt;br /&gt;
====Bomb====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: [[Alien Deployment (Long War)#Strategic Target|Strategic Target]]&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 2nd to 27th of the month&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: NOE w/ purple strobe effect&lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Air patrol&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: Generates up to 10 panic in target country (reduced by % damage dealt)&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down UFO&lt;br /&gt;
:&#039;&#039;&#039;UFO Pool&#039;&#039;&#039;:&lt;br /&gt;
:* [[UFOs_(Long_War)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
:* [[UFOs_(Long_War)#Destroyer|Destroyer]]: 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; resources&lt;br /&gt;
:* [[UFOs_(Long_War)#Battleship|Battleship]]: 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; resources&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; around the target area bombing civilian targets, generating up to 10 panic in the target country if successful. Uniquely, this is one of the few NOE mission types that doesn&#039;t land, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely stop it is to shoot the bombing UFO down; although, damaging the UFO will reduce the amount of panic created at the end of its mission. An air raid generates 8 panic in the country raided, with damage to the UFO reducing the panic proportionally; half-damaged means half panic, and a shoot down means no panic. An additional 2 panic is added if the UFO is undamaged.&lt;br /&gt;
&lt;br /&gt;
Bombing missions, like Harvest missions, are one of the few UFO missions in the game that can be completed without XCOMs knowledge and awareness, and thus XCOM may not have an opportunity to prevent them from succeeding. Bombing missions pick countries at random, and without satellite coverage over a country, XCOM will not be able to see and engage the UFO. Successful bombing missions will be reported in the scrolling news ticker of the [[Situation Room (Long War)|Situation Room]], however, alerting you to the outcome even if you lack the satellite coverage to intercede. In the early and mid game, there will likely be a few bombing missions taking place in countries you have no satellite presence in each month, and so expanding your satellite coverage can help you earn some additional resources and soldier XP from the shoot downs and prevent panic from spreading.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resource and perceive XCOM as a threat; both more resources and more threat will cause the aliens to engage in more bombing campaigns. With maximum resource and threat level they will conduct three bombing missions per month. The only exception to this trend is when the aliens have maximum resources and completely unthreatened, in which case they will divert more of all those resources into bombing missions, spawning four per month instead.&lt;br /&gt;
&lt;br /&gt;
====Abduction====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: Random Country that isn&#039;t the target of a terror mission this month&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: See chart, below&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: NOE&lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Landing&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: (UFO arrives at destination) spawns an [[Missions (Long War)#Alien Abductions|Abduction]] mission&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down UFO before landing (unaffected by damage)&lt;br /&gt;
:&#039;&#039;&#039;UFO&#039;&#039;&#039;: [[UFOs_(Long_War)#Abductor|Abductor]]&lt;br /&gt;
&lt;br /&gt;
An [[UFOs_(Long_War)#Abductor|Abductor]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]], giving you an opportunity to defeat the alien ground forces in exchange for a cash bonus from the Council. A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal). Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
Abductions are generally scheduled so that they are roughly evenly spaced throughout the month and with at least 1 day in between consecutive Abductions, but this depends on the number of Abductions scheduled:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=6 | Abduction Scheduling&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Per Month !! colspan=5 | Date for each Abduction&lt;br /&gt;
|-&lt;br /&gt;
! 1st !! 2nd !! 3rd !! 4th !! 5th&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 1st - 14th || 16th - 29th ||||||&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 1st - 9th || 11th - 19th || 21st - 29th ||||&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 1st - 6th || 8th - 13th || 15th - 20th || 22nd - 27th ||&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 1st - 5th || 7th - 11th || 13th - 17th || 19th - 23rd || 25th - 29th&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The target of an abduction is always a random country remaining within the XCOM project, and the aliens avoid selecting countries which also have a terror attack scheduled that month.&lt;br /&gt;
&lt;br /&gt;
The true motivations behind these abductions are not made clear, and may tie in to the aliens overall reasons for the invasion; it doesn&#039;t increase alien research, nor does it gain them any resources, and it certainly isn&#039;t the most efficient way to spread panic compared to [[Alien Missions (Long War)#Terrorize|Terror Missions]] if it&#039;s about strategic warfare. As these sorties always spawn an Abduction mission, you don&#039;t need to worry about satellite coverage or shooting the UFO down, since you&#039;ll be given an option to send a ground team over whenever one occurs. Treat the mission as a good way to get some cash, corpses, and XP.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts somewhat if they feel threatened by XCOM, and especially if they have low resources (&amp;lt;50), down to a minimum of 2 per month. Conversely, moderate resource values (100+) can allow them to hit a cap of up to 5 Abductions per month at low threat (0-1), and high resources (200+) can allow them to maintain 4-5 Abductions even in the face of a highly threatening XCOM (8+).&lt;br /&gt;
&lt;br /&gt;
====Command Overwatch====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: Random Country&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 5th, 15th, and 25th of the month&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: Low w/ Blue Colored UFO &lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Air Patrol&lt;br /&gt;
:&#039;&#039;&#039;UFO&#039;&#039;&#039;: [[UFOs_(Long_War)#Overseer|Overseer]]&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(Long_War)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission does not do anything for the aliens, and its only purpose is to allow XCOM the opportunity to shoot down an Overseer to continue the story. It only technically begins spawning after the [[Hyperwave Relay (Long War)]] is first constructed, as Overseers are invisible to XCOM without it.&lt;br /&gt;
&lt;br /&gt;
====Retaliation (Air Base)====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: Random Continental Interceptor Base with a Firestorm&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 1st to 26th of the month&lt;br /&gt;
:&#039;&#039;&#039;UFO Signature&#039;&#039;&#039;: NOE&lt;br /&gt;
:&#039;&#039;&#039;Flight Pattern&#039;&#039;&#039;: Landing&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: (UFO arrives at destination) spawns an [[Missions (Long War)#XCOM Air Base Defense|Air Base defense]] mission.&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down Overseer (unaffected by damage)&lt;br /&gt;
:&#039;&#039;&#039;UFO&#039;&#039;&#039;: [[UFOs_(Long_War)#Overseer|Overseer]]&lt;br /&gt;
&lt;br /&gt;
A long-war original addition. The aliens will send an [[UFOs_(Long_War)#Overseer|Overseer]] to a random continental interceptor base that has a [[Air_Combat_(Long_War)#Aircraft|Firestorm]], spawning an [[Missions (Long War)#XCOM Air Base Defense|Air Base defense]] mission on arrival. Being an Overseer, it is invisible until the [[Hyperwave Relay (Long War)|Hyperwave Relay]] is constructed.&lt;br /&gt;
&lt;br /&gt;
Air Base defenses cannot occur unless XCOM has at least one [[Air_Combat_(Long_War)#Aircraft|Firestorm]] interceptor, following which one Air Base Defense has a 50% chance to trigger every month that Aliens have 100+ resources and 4+ threat, so long as the Aliens do not also meet the threshold for progression towards an HQ base defense (i.e. has fewer than either 8 threat or 150 resources). The cost of failure of these missions is the destruction and/or severe damage of all stationed Interceptors and Firestorms.&lt;br /&gt;
&lt;br /&gt;
===Multiple UFO Sortie===&lt;br /&gt;
&lt;br /&gt;
Multiple UFO sorties are individual missions that involve multiple UFOs working in concert. To prevent the mission from succeeding, a specific UFO must be shot down, though the other UFOs may cause problems in the mean time.&lt;br /&gt;
&lt;br /&gt;
====Terrorize====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: [[Alien Deployment (Long War)#Strategic Target|Strategic Target]] or Random&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 1st through 23rd of the month&lt;br /&gt;
:&#039;&#039;&#039;Sortie Signature&#039;&#039;&#039;: Terror Ship (Air Patrol) + Assault Carrier (Landing)&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: (Assault Carrier arrives at destination) spawns an [[Missions (Long War)#Terror Site|Terror]] mission.&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down Assault Carrier (unaffected by damage)&lt;br /&gt;
&lt;br /&gt;
This is a double sortie mission: At first, a [[UFOs_(Long_War)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission (and giving XCOM some advanced warning). Later, an [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (Long War)#Terror Site|Terror site]]. Fortunately, you don&#039;t need satellite coverage to deploy to the terror site and disrupt the mission. On the other hand, anyone &#039;&#039;with&#039;&#039; satellite coverage and interested in stopping the mission will have plenty of advanced notice, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The target for the first terror attack scheduled is usually a [[Alien Deployment (Long War)#Strategic Target|Strategic Target]], unless the aliens have 200+ resources in which case it is a random country. If there is a second terror attack scheduled for the month, the target is also a random country.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +3 in the targeted country/+1 continent-wide per civilian killed, so these missions are always highly likely to see at least some benefit for the aliens. Losing or ignoring the mission, however, causes the enemy to follow up with an automatic [[Alien Missions (Long War)#Infiltrate|Infiltration]] mission 5 to 12 days later which will cause the country to leave the XCOM project. It also increases panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving every single civilian during the engagement, or by shooting down the [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]] before it lands. Neither of these scenarios are likely to happen most of the time, and will probably be cost prohibitive to even try. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere: countries that leave the XCOM project due to panic or failed terror missions can eventually be returned to the fold if XCOM manages to locate and [[Missions (Long War)#Alien Base Assault|assault]] the [[Alien Deployment (Long War)#Alien Bases|alien base]] installed within the country.&lt;br /&gt;
&lt;br /&gt;
Terror missions are quite costly for the aliens as well. In fact, they cannot even afford it when they have the minimal level of resources (&amp;lt;50 resources). Otherwise they will always conduct &#039;&#039;one&#039;&#039; such mission per month, at the very least. In the presence of a threatening XCOM (6+ threat), the aliens will try to scrounge up enough resource to deploy a &#039;&#039;second&#039;&#039; terror mission per month, at the expense of other missions. This means unfortunate commanders may see four terror missions near the turn of the month, as the scheduled missions could be stacked at the end of the current month and beginning of the next by random chance.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(Long_War)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. It&#039;s not &#039;&#039;that&#039;&#039; much easier to do than shooting down an [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]], so don&#039;t attempt it without heavy investment in the air game. But succeeding forces the aliens to pay dearly by accruing resource costs for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed [[UFOs_(Long_War)#Terror_Ship|Terror Ship]] is successfully raided. It may not stop the looming terror attack, but it can be used as an extra source of resources and income.&lt;br /&gt;
&lt;br /&gt;
====Infiltrate====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: [[Alien Deployment (Long War)#Strategic Target|Strategic Target]]&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;: 5th to 12th of the month&lt;br /&gt;
:&#039;&#039;&#039;Sortie Signature&#039;&#039;&#039;: [[UFOs (Long War)#Transport|Transport]] (Air Patrol) + [[UFOs (Long War)#Battleship|Battleship]] (Air Patrol) + [[UFOs (Long War)#Overseer|Overseer]] (Landing)&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: (Overseer arrives at destination) country leaves the XCOM project and an [[Alien Deployment (Long War)#Alien Bases|Alien Base]] is Constructed.&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down Overseer (unaffected by damage)&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(Long_War)#Battleship|Battleship]] and [[UFOs_(Long_War)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(Long_War)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful, and the aliens will construct [[Alien Deployment (Long War)#Alien Bases|a base]] in the target country. This base can be [[Missions (Long War)#Alien Base Assault|assaulted by XCOM]], which in addition to providing large amounts of resources for the war effort will allow the country in question to return to XCOM and resume its financial and materiel support of the XCOM project. Note that the Overseer can only be detected if XCOM has the [[Hyperwave Relay (Long War)|Hyperwave Relay]], so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
The aliens will always perform this at least once in a campaign, in the very first month (constructing the plot-necessary guaranteed minimum of at least one [[Alien Deployment (Long War)#Alien Bases|Alien Base]] for you to assault in order to progress the main story missions); they will always select a random country in a continent that is not your starting country. Following the first month, this is a very expensive operation for the aliens, and as such they can only afford it if they have maximal resources (200+ resources), and only when they&#039;re not too distracted dealing with XCOM (&amp;lt;8 threat). Furthermore, it targets high panic countries, so it&#039;s usually not much worse for you than a terror mission if it triggers.&lt;br /&gt;
&lt;br /&gt;
====Retaliation (XCOM HQ)====&lt;br /&gt;
:&#039;&#039;&#039;Target&#039;&#039;&#039;: XCOM HQ&lt;br /&gt;
:&#039;&#039;&#039;Sortie Signature&#039;&#039;&#039;: [[UFOs (Long War)#Battleship|Battleship]] ([[Alien Missions (Long War)#Hunt|Hunt]]) + [[UFOs (Long War)#Assault Carrier|Assault Carrier]] (Landing)&lt;br /&gt;
:&#039;&#039;&#039;Date&#039;&#039;&#039;:&lt;br /&gt;
::[[UFOs (Long War)#Battleship|Battleship]]: 2nd to 7th of the month&lt;br /&gt;
::[[UFOs (Long War)#Assault Carrier|Assault Carrier]]: 8th to 25th of the month&lt;br /&gt;
:&#039;&#039;&#039;Outcome&#039;&#039;&#039;: ([[UFOs (Long War)#Assault Carrier|Assault Carrier]] arrives at destination) spawns an [[Missions (Long War)#XCOM Base Defense|XCOM HQ defense]] mission&lt;br /&gt;
:&#039;&#039;&#039;Failure Condition&#039;&#039;&#039;: Shoot down landing craft (unaffected by damage)&lt;br /&gt;
&lt;br /&gt;
This is a special mission. The aliens will send a Battleship to shoot down the satellite over your headquarters near the beginning of the month, and then at some point an [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]] will fly to your main base and immediately start an [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
This is an incredibly difficult mission that pits a limited quantity of semi-random soldiers against a rather large enemy force. Fortunately, if you can get your satellite back up you can spot the main assault group coming and prepare, such as cancelling any Psionic training that soldiers are undergoing. You could also put down a rush job for extra weapons and armor, or the Foundry projects that [[Foundry (Long War)#Base Security Upgrades|boost blue shirts]] if your satellite goes down suddenly to a Battleship. You can try to start new projects and builds which if aren&#039;t completed in time can be cancelled after the mission - this has the added benefit that if you fail the mission, those projects and builds will carry on with all the resources tied to them.&lt;br /&gt;
&lt;br /&gt;
The aliens can only field such missions if they have a lot of resources and they consider XCOM a high threat; specifically, for every 3 months (not necessarily in a row) that the aliens are at the maximum threat (8+) and at least the second highest resource (150+) tiers, an [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] will spawn. Additionally, if XCOM has yet to encounter a base defense yet in the campaign, one will always occur exactly one year into the campaign, some time in March of the second year (if this occurs, the counter is reset, so you won&#039;t see another until the requisite three months have passed).&lt;br /&gt;
&lt;br /&gt;
==Mission Occurrences==&lt;br /&gt;
At the beginning of each calendar month, aliens plan all missions to be carried out that month based on their [[Alien Resources (Long War)|current resource level]] and perceived [[Threat (Long War)#Threat Category|XCOM threat level]]. Most monthly missions are directly dependent upon these two variables, with two exceptions: [[Alien Missions (Long War)#Command_Overwatch|Command Overwatch]] and [[Alien Missions (Long War)#Retaliation|Retaliation]] (see below). Note that if an [[Missions (Long War)#Alien Base Assault|Alien Base]] was raided in the previous month, &#039;&#039;threat is automatically treated as being in the highest tier (8+) for the purposes of mission scheduling&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Common Missions===&lt;br /&gt;
The following table indicates which missions the aliens will plan to run at the beginning of each month, given the aliens current [[Alien Resources (Long War)|Resource counter]] at the beginning of the month and the [[Threat (Long War)|Threat counter]] XCOM&#039;s anti-UFO operations accrued last month. Resources and Threat are divided into 5 &amp;quot;tiers&amp;quot; each, and the intersection between those two levels determines the monthly missions.&lt;br /&gt;
&lt;br /&gt;
If a range is provided for the number of missions run, i.e. 3-4 Abductions, each possibility (either 3 or 4) is equally likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Threat&lt;br /&gt;
|-&lt;br /&gt;
! 0-1 !! 2-3 !! 4-5 !! 6-7 !! 8+&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 49 or less&lt;br /&gt;
| 3-4 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 3-4 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt || 3 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1 Hunt || 2-3 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 2 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50-99&lt;br /&gt;
| 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt &amp;lt;br/&amp;gt; 0-1 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1-2 Bomb || 2-3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100-149&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 150-199&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 200+&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Retaliation Mission===&lt;br /&gt;
Once three (3) months have passed (not necessarily in a row) in which the aliens have both 150+ resources and 8+ threat, a [[Alien Missions (Long War)#Retaliation (XCOM HQ)|Retaliation]] mission [[Missions (Long War)#XCOM Base Defense|targeting XCOM headquarters]] will be generated in the month. Furthermore, if no XCOM Base Defense mission has occurred yet in the campaign so far, one will automatically happen in March of the 2nd year.&lt;br /&gt;
&lt;br /&gt;
Strikes against [[Missions (Long War)#XCOM_Air_Base_Defense|XCOM&#039;s continental interceptor bases]] occur more frequently. If the above condition for progress towards a strike against XCOM HQ is not met, there is a 50% chance for the aliens to strike a random continents air base with a [[Air Combat (Long War)#Aircraft|Firestorm]] in it each month starting at 100+ resources and 4+ threat. XCOM HQ is safe from such attacks, however, so the aliens will not target any [[Air_Combat_(Long_War)#Aircraft|Firestorms]] located in your home continent, nor can these missions spawn when XCOM has no [[Air_Combat_(Long_War)#Aircraft|Firestorms]] to target.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch Mission===&lt;br /&gt;
[[Alien_Missions_(Long_War)#Command_Overwatch|Command Overwatch]] occurs in one random country anywhere on the globe, 3 times per month, starting when the [[Hyperwave_Relay_(Long_War)|Hyperwave Relay]] is first built. The missions take place on the 5th, 15th, and 25th of the month.&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>Eudaimonleon</name></author>
	</entry>
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